NarraLeaf

LiveGame

LiveGame is the main class that represents the game's current state.

Public Properties

game

The Game instance

story

The current Story instance

Public Methods

getStorable

Returns the Storable instance

The same instance for the life of the LiveGamenewGame() and deserialize() rebuild the namespaces inside it, not the store itself, which is why a subscription made through Watching stored values survives both.

get storable

Returns the Storable instance

const {game} = useGame();
const storable = game.getLiveGame().storable;

// is equivalent to
const storable = game.getLiveGame().getStorable();

newGame

Starts a new game

  • return this

deserialize

Load a saved game

After calling this method, the current game state will be lost, and the stage will trigger force reset

**Note: **Even if you change just a single line of script, the saved game might not be compatible with the new version

Example:

const savedGame = {
    // ...saved game data
};

// use hook inside a component
const {game} = useGame();

// pass the saved game data to the game instance
game.getLiveGame().deserialize(savedGame);

serialize

Serialize the current game state

You can use this to save the game state to a file or a database

**Note: **Even if you change just a single line of script, the saved game might not be compatible with the new version

onCharacterPrompt

Called when a character says something

const {game} = useGame();
const [texts, setTexts] = useState<string[]>([]);

useEffect(() => {
    const token = game.getLiveGame().onCharacterPrompt((event) => {
        setTexts((prevTexts) => [...prevTexts, event.text]);
    });

    return () => {
        token.cancel();
    };
}, []);

return (
    <div>
        {/* Your Text Log */}
    </div>
);

onMenuChoose

Called when a menu is completed

capturePng

Capture the game screenshot, will only include the player element

Returns a PNG image base64-encoded data URL

**Note: **Image returned by this method is not compressed, and it is not affected by the screenshotQuality option

const {game} = useGame();

function handleButtonClick() {
    game.getLiveGame().capturePng().then((dataUrl) => {
        // do something with the dataUrl
    });
}
  • Returns Promise<string>

captureJpeg

Capture the game screenshot, will only include the player element

Returns compressed JPEG image data URL

  • Returns Promise<string>

captureSvg

Capture the game screenshot, will only include the player element

Returns an SVG data URL

  • Returns Promise<string>

capturePngBlob

Capture the game screenshot, will only include the player element

Returns a PNG image blob

  • Returns Promise<Blob | null>

requestFullScreen

Request full screen on Chrome/Safari/Firefox/IE/Edge/Opera, the player element will be full screen

Note: this method should be called in response to a user gesture (for example, a click event)

Safari iOS and Webview iOS aren't supported, for more information, see MDN-requestFullscreen

  • options?: FullscreenOptions | undefined
  • Returns Promise<void> | void

exitFullScreen

Exit full screen

  • Returns Promise<void> | void

onPlayerEvent

Listen to the events of the player element

const {game} = useGame();

useEffect(() => {
    return game.getLiveGame().onPlayerEvent("click", (event) => {
        // do something
    }).cancel;
}, []);
  • type: K - The event type
  • listener: (this: HTMLElement, ev: HTMLElementEventMap[K]) => any - The event listener
  • options?: boolean | AddEventListenerOptions
  • Returns LiveGameEventToken

getHistory

Get the game history. This method is used to create backlog.

Since save format v2 the backlog is persisted, so this returns the full history immediately after deserialize — a loaded game no longer starts with an empty backlog.

import { useGame, GameHistory } from "narraleaf-react";
const game = useGame();
const history = game.getHistory();

function handleUndo(history: GameHistory) {
    game.undo(history.token);
}

return (
    <div>
        <h3>Backlog</h3>

        {history.map((item) => (
            <div
                key={item.token}
                onClick={() => handleUndo(item)}
            >
                {/* show the action text */}
                {/* text is available when the action is "say" or "menu" */}
                {item.element.text}
            </div>
        ))}
    </div>
);
  • Returns GameHistory[] - The game history, see GameHistory

undo

Undo the game action.

game.undo(history.token);
  • token?: string - The token of the history item, see GameHistory. If not provided, the last action will be undone.

Note: undo walks the in-memory undo history, which only exists while the game runs. After loading a save it has nothing to walk — use restoreToHistory to go back to a line from a loaded game.

restoreToHistory

Restore the game to a past line in the backlog.

Unlike undo, this works after loading a save: every backlog entry carries a self-contained snapshot, so restoring re-applies that snapshot and trims the backlog back to that line, rather than relying on the in-memory undo history.

const history = game.getHistory();

// Jump back to a past line — including one restored from a loaded save.
game.getLiveGame().restoreToHistory(history[0].token);
  • token: string - The token of the history item to restore to, see GameHistory.
  • Returns boolean - true if the line was restored; false if the token is unknown or the entry has no restore snapshot.

notify

Create a notification.

The style of the notification is defined by Notification.

// notify for 3 seconds
game.notify("Save success", 3000);
// to control the notification, set the duration to `null` to make the notification stay forever
const token = game.notify("Fast forward", null);

// cancel the notification when the player releases the right key
window.addEventListener("keyup", (event) => {
    if (event.key === "ArrowRight") {
        token.cancel();
    }
});
  • message: string - The message to notify
  • duration?: number | null - The duration of the notification, default is 3000ms. Set to null to make the notification stay forever.
  • Returns NotificationToken - See NotificationToken

playSound

Play a sound immediately and return its SoundToken.

const {game} = useGame();

game.getLiveGame()
    .playSound("https://example.com/voice.mp3")
    .then((token) => {
        token.once("ended", () => {
            console.log("Voice playback completed");
        });
    });

The clip starts at the volume its Sound was configured with — Sound.voice({src, volume: 0.4}) starts at 0.4, not at full volume. A source given as a string or URL becomes a default Sound, which is full volume; pass a Sound to say otherwise.

Before 0.22.0, "no volume said" was read as full volume here, so a configured volume was discarded. A clip replayed after setVolume now comes back at the volume it was last set to instead of jumping to full.

There is no fade: the token's volume is already settled when this resolves and no ramp is left running, so a setVolume or a fade driven on the returned token afterwards wins outright.

  • sound: Sound | string | URL - The sound instance, sound source string, or URL
  • Returns Promise<SoundToken> - See @NarraLeaf/Sound for more information about the soundToken instance

waitForRouterExit

Wait for the router to exit.

This method is useful when you want to create a new game and wait for the router to exit.

const {game} = useGame();
const router = useRouter();
const liveGame = game.getLiveGame();

useEffect(() => {
    router.clear().cleanHistory();

    const token = liveGame
        .newGame()
        .waitForRouterExit()
    
    token
        .promise
        .then(() => {
            dispatchState({ isPlaying: true });
        });

    return () => {
        token.cancel();
    };
}, []);
  • Returns { promise: Promise<void>; cancel: VoidFunction; }

waitForPageMount

Wait for the page to mount

const {game} = useGame();
const router = useRouter();
const liveGame = game.getLiveGame();

useEffect(() => {
    router.push("home");
    const token = liveGame.waitForPageMount();

    token.promise.then(() => {
        // do something
    });

    return () => {
        token.cancel();
    };
}, []);
  • Returns { promise: Promise<void>; cancel: VoidFunction; }

onWindowEvent

Listen to the events of the window

const {game} = useGame();

useEffect(() => {
    return game.getLiveGame().onWindowEvent("resize", (event) => {
        // handle window resize
    }).cancel;
}, []);
  • type: K - The event type
  • listener: (this: Window, ev: WindowEventMap[K]) => any - The event listener
  • options?: boolean | AddEventListenerOptions
  • Returns LiveGameEventToken - See LiveGameEventToken

reset

Reset the game state

Note: Calling this method will lose the current game state

const {game} = useGame();
const router = useRouter();

game.getLiveGame().reset();
router.clear().cleanHistory().push("home");

skipDialog

Skip the current dialog

game.getLiveGame().skipDialog();

fastForward

Fast-forward playback to the next menu, to the end of the story, or to a specific action.

Every line in between is executed for real, so the backlog and its restore snapshots accumulate exactly as in normal play — only faster and silent. Audio is muted for the duration, and the timed pauses the run executes (Control.sleep, auto-forward) resolve at once. It stops as soon as a menu is waiting for a choice, so the choice itself is always left to the player. Because history accumulates the whole way, getHistory and restoreToHistory cover the fast-forwarded span just like normal play.

Skipping a line is a request broadcast to the renderer, not a synchronous state change, so it is re-issued until the line settles. A line that never answers ends the run with "stalled" rather than hanging — this method always settles.

// Jump ahead to the next decision point.
await game.getLiveGame().fastForward();

// Or run to the end of the story.
await game.getLiveGame().fastForward({ until: "end" });

// Or park the play head on a specific action, without running it.
const result = await game.getLiveGame().fastForward({ until: { actionId: "act-42" } });

if (result.reason === "action") {
    // parked on act-42, not yet executed
} else if (result.reachedTarget === false) {
    // a menu blocked the path, the stack drained, maxSteps was hit, or a line stalled
}
  • options.until?: "menu" | "end" | { actionId: string } - "menu" (default) stops at the next menu; "end" runs until the story finishes; { actionId } runs until that action surfaces as the next thing to execute and stops just before running it, so the play head is left parked on that line. Only the root execution stack is scanned — an id buried inside an in-flight Control.all / Control.any or async branch is not a stop point. A menu that blocks the path stops an actionId run too, since the target cannot be reached until the player decides.
  • options.maxSteps?: number - safety bound on the number of advance steps (defaults to the maxStackModelLoop config).
  • options.stepTimeout?: number - how long, in milliseconds, a single suspended line is given to settle before the run reports "stalled". Default 10000. Raise it for a story that fast-forwards through long unskippable media.
  • Returns Promise<{ reason: "menu" | "end" | "maxSteps" | "action" | "stalled"; reachedTarget?: boolean }> - why it stopped.
    • reason - "action" reached until.actionId; "menu" a menu is waiting for a choice; "end" the stack drained; "maxSteps" the step cap was hit; "stalled" a line refused to settle within stepTimeout.
    • reachedTarget - present only when until: { actionId } was requested, and true only for reason "action". A "menu" / "end" run keeps its plain { reason } shape.

until: { actionId }, the "action" reason and reachedTarget are available since 0.16.0. options.stepTimeout and the "stalled" reason are available since 0.17.1.

A run can end early on a step that cannot be skipped. A step already in flight when the run started, a video (allowSkipVideo is false by default), and a camera or layer transition all ignore the skip request. Such a step still settles on its own if it finishes within stepTimeout, so only one that outlives the timeout ends the run — with "stalled", and with volume and the fast-forward flag restored on the way out.

Before 0.17.1 the run parked on such a step instead: the promise settled neither way, the game stayed muted and permanently in fast-forward mode. Nothing that worked before starts failing, but a host that treats any non-"menu" reason as success should now distinguish "stalled", and an exhaustive switch over reason needs the extra arm to keep compiling.

On this page