turns one page; false when the story is over, the caller's cue to change scene
Removes all internal references and listeners as well as removes children from the display list.
Do not use a Container after calling destroy.
Optionaloptions: DestroyOptions
Options parameter. A boolean will act as if all options have been set to that value
jumps to the end, for a player who has already read it
A full-screen story beat: a backdrop image, a title and the text over it, advanced by a click - the campaign interlude a scenario shows between maps.
DialogueStageis the visual-novel model: characters standing on a backdrop, a box under them doing the talking. This is the other shape an interlude needs and that one is not - one page of prose filling the screen, no cast, page forward on any input - so it reuses the sameLabeleverything else lays words out with and leaves the sequencing toStorySequence, the part worth testing without a renderer. Feeding itMwlWorld.storyfrom an.mwlscenario is the intended use: both carry the same{ text, title, image, music }shape.Example