Runtime script interface

The IRuntime script interface provides a way for JavaScript code in Construct to interact with the engine.

Accessing the runtime script interface

The runtime script interface is typically accessed with the name runtime. Note however this is not in a global variable: it is only passed in specific places.

All scripts in event sheets have the runtime interface passed to them as a parameter named runtime. For more information see Scripts in event sheets.

In script files, the runtime interface is only passed to the runOnStartup() method. Outside of that, it is your responsibility to pass it along wherever else it is needed. For more information see Script files.

Runtime events

The following events can be listened for using the addEventListener method.

"resize"
Fires when the display size changes, such as upon window resizes. The event object has cssWidth and cssHeight properties with the size of the main canvas in CSS units, and deviceWidth and deviceHeight properties with the size of the main canvas in device units.
"tick"
Fires every tick, just before running the layout's event sheet. Use the runtime.dt property to access delta-time and step the game's logic by that amount of time.
"beforeprojectstart"
"afterprojectstart"
Fired once only when the first layout in the project starts. "beforeprojectstart" fires before "beforelayoutstart" on the first layout, which in turn is before On start of layout triggers. "afterprojectstart" fires after "afterlayoutstart" on the first layout, which in turn is after On start of layout triggers. In both events, all instances on the first layout are created and available to modify.
"keydown"
"keyup"
Fired when keys are pressed and release on the keyboard. These pass copies of a KeyboardEvent.
"mousedown"
"mousemove"
"mouseup"
"dblclick"
Fired when mouse input is received. These pass copies of a MouseEvent.
"wheel"
Fired when mouse wheel input is received. This passes a copy of a WheelEvent.
"pointerdown"
"pointermove"
"pointerup"
"pointercancel"
Fired when pointer input is received. This covers mouse, pen and touch input. These pass copies of a PointerEvent. Construct also adds a lastButtons property for "mouse" type pointers with the previous buttons state, which makes it easier to detect if different mouse buttons have been pressed or released in this event.
"deviceorientation"
"devicemotion"
Fired when device orientation or motion sensor input is received. These pass copies of a DeviceOrientationEvent or DeviceMotionEvent respectively.

"save"
"load"
Fired when the savegame system saves or loads the state of the game. The saveData property of the event object is extra JSON data to save in the "save" event, and the corresponding last saved data in the "load" event. This allows custom data stored in scripts to be integrated with the savegame system. Note this is serialized to JSON so things like object references and complex types cannot be saved directly.
"instancecreate"
Fired whenever any new instance is created. The event object has an instance property referring to the IInstance (or derivative) that was created.
"instancedestroy"
Fired whenever any instance is destroyed. After this event, all references to the instance are now invalid, so any remaining references to the instance should be removed or cleared to null in this event. Accessing an instance after it is destroyed will throw exceptions or return invalid data. The event object has an instance property referring to the IInstance (or derivative) that was destroyed. It also has an isEndingLayout property to indicate if the object is being destroyed because it's the end of a layout, or destroyed for other reasons.

Runtime APIs

addEventListener(eventName, callback)
removeEventListener(eventName, callback)
Add or remove a callback function for an event. See Runtime events above for the available events.
objects
An object with a property for each object class in the project. For example if the project has an object named Sprite, then runtime.objects.Sprite will refer to the IObjectClass interface for Sprite.
getInstanceByUid(uid)
Get an instance (an IInstance or derivative) by its UID (Unique ID), a unique number assigned to each instance and accessible via its uid property.
globalVars
An object with a property for each global variable on an event sheet in the project. For example if the project has a global variable on an event sheet named Score, then runtime.globalVars.Score provides access to the global variable from script.
mouse
A shorthand reference to the Mouse script interface. This is only set if the Mouse plugin is added to the project.
keyboard
A shorthand reference to the Keyboard script interface. This is only set if the Keyboard plugin is added to the project.
touch
A shorthand reference to the Touch script interface. This is only set if the Touch plugin is added to the project.
collisions
The ICollisionEngine interface providing access to collision APIs.
layout
An ILayout interface representing the current layout.
getLayout(layoutNameOrIndex)
Get an ILayout interface for a layout in the project, by a case-insensitive string of its name or its zero-based index in the project.
getAllLayouts()
Return an array of ILayout interfaces representing all the layouts in the project, in the sequence they appear in the Project Bar.
goToLayout(layoutNameOrIndex)
End the current layout and switch to a new layout given by a case-insensitive string of its name, or its zero-based index in the project (which is the order layouts appear in the Project Bar with all folders expanded). Note the layout switch does not take place until the end of the current tick.
assets
An IAssetManager interface providing access to project assets like sound and music files or other project files, as well as audio decoding utilities.
storage
An IStorage interface providing access to storage from scripts. Storage is shared with the Local Storage plugin.
dt
Return the value of delta-time, i.e. the time since the last frame, in seconds.
dtRaw
Return the wall-clock time in seconds since the last frame. Unlike dt, the "raw" value is not affected by the game time scale or the minimum framerate clamping.
gameTime
Return the in-game time in seconds, which is affected by the time scale. This is equivalent to the time system expression.
wallTime
Return the in-game time in seconds, which is not affected by the time scale.
timeScale
Set or get a number that determines the rate at which time passes in the project, e.g. 1.0 for normal speed, 2.0 for twice as fast, etc. This is useful for slow-motion effects or pausing.
callFunction(name, ...params)
Call a function in an event sheet, by a case-insensitive string of its name. Each parameter added after the name is passed to the function. There must be at least as many parameters provided as the function uses, although any additional parameters will be ignored. If the function has a return value, it will be returned from this method, else it returns null.
setReturnValue(value)
This can only be called from a script in an event sheet function with a return type other than None. It is essentially equivalent to the Set return value action. However the fact this method can be called from script can make it easier to return a value from script from an event sheet function. For example an event sheet function could contain a single script action with the code runtime.setReturnValue(getMyValue()), which means anywhere the event sheet function is called it returns the value of calling getMyValue() in JavaScript.
projectName
A string of the project name, as specified in Project Properties.
projectVersion
A string of the project version, as specified in Project Properties.
viewportWidth
viewportHeight
getViewportSize()
Read-only numbers with the project viewport size, as specified in Project Properties. The method returns both values at the same time.
fps
A read-only number with the runtime's measured frames per second (FPS) rate, which updates once a second.
cpuUtilisation
A timer-based estimate of Construct's main thread CPU usage over the past second, as a percentage in the range 0-1. This can help with performance measurements. Note however this only measures time in function calls that Construct knows about, so it may not include time spent running custom JavaScript code. Timer-based measurements can also be unreliable as most modern CPUs deliberately slow down if not fully loaded in order to save power, so the reading can be misleadingly high unless the system is under full load.
gpuUtilisation
A timer-based estimate of the GPU usage over the past second, as a percentage in the range 0-1. Not all devices support this, in which case this returns NaN. Timer-based measurements can also be unreliable as most modern GPUs deliberately slow down if not fully loaded in order to save power, so the reading can be misleadingly high unless the system is under full load.
random()
Return a random number in the range [0, 1). This is similar to Math.random(), but can produce a deterministic sequence of values if the Advanced Random object overrides the system random.
sortZOrder(iterable, callback)
Sort the relative Z order of all the IWorldInstances given by iterable, using a custom sort function as the callback which receives two IWorldInstance to compare as arguments. An example using a myZOrder instance variable for sorting a Sprite object's instances is given below.

runtime.sortZOrder(runtime.objects.Sprite.instances(),
(a, b) => a.instVars.myZOrder - b.instVars.myZOrder);

invokeDownload(url, filename)
Invoke a download of the resource at the given url, downloading with the given filename. Locally-generated content can be downloaded with this method using either a data URI or blob URL for url.
isInWorker
A read-only boolean indicating if the runtime is currently running in the context of a Web Worker. This is controlled by the Use worker project property. In worker mode, a more limited set of browser APIs is available. See Functions and classes available to Web Workers.
async createWorker(url, opts)
A helper method to create a Web Worker when the runtime is itself in a worker. The parameters of a script URL and options are the same as are passed to the Worker() constructor; however this method is async and resolves with a MessagePort for communicating with the worker. For more details and code samples see the guide Creating web workers.
async alert(message)
Show an alert message prompt using the alert() method. This is provided as a runtime method since it forwards the call to the DOM in worker mode. Note that unlike the standard browser alert() method, this is an async method - in worker mode it returns a promise that is resolved when the alert is closed, and execution in the worker will continue while the alert is showing. In DOM mode, the alert is blocking and will stop all execution while the alert is showing (but it still returns a promise that resolves when the alert is closed).
Construct 3 Manual 2024-02-15