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TimerEntity

Defined in: TimerEntity.ts:17

A pre-built entity that exposes the ProcessComponent API directly. Useful for scene-level timing without manual component wiring.

const timers = this.spawn(TimerEntity);
timers.run(Process.delay(500, () => { ... }));
const cd = timers.slot({ duration: 300 });

new TimerEntity(name?, tags?): TimerEntity

Defined in: Entity.ts:72

string

Iterable<string, any, any>

TimerEntity

Entity.constructor

readonly id: number

Defined in: Entity.ts:36

Unique auto-incrementing ID.

Entity.id


readonly optional key?: string

Defined in: Entity.ts:47

Stable identity key, scene-scoped. Set at spawn-time when options.key is passed to scene.spawn / entity.spawnChild; undefined otherwise. Used with scene.findByKey and as a stable id in reactive stores (e.g. a createSet<string>() persisted under "world.opened").

Entity.key


readonly name: string

Defined in: Entity.ts:38

Display name for debugging.

Entity.name


readonly tags: Set<string>

Defined in: Entity.ts:40

Tags for group queries.

Entity.tags


timeScale: number = 1

Defined in: Entity.ts:62

Per-entity time-scale multiplier. Mirrors Scene.timeScale but scoped to this single entity: the engine composes the delta time passed to this entity’s components (and its ProcessComponent, particle emitters) as dt * scene.timeScale * entity.timeScale. 1 = normal speed, 0.5 = half speed, 0 = frozen, 2 = double speed.

Physics is deliberately NOT affected: PhysicsSystem steps a single shared Rapier world per scene under scene.timeScale only, so a rigid-body entity’s simulation cannot be individually slowed or sped up via this field. Use a kinematic body or scale velocities manually if you need per-body time control.

Entity.timeScale


static [TRAITS_KEY]: Set<symbol>

Defined in: Entity.ts:34

Entity.[TRAITS_KEY]

get children(): ReadonlyMap<string, Entity>

Defined in: Entity.ts:114

Named children as a read-only map. Empty map if no children.

ReadonlyMap<string, Entity>

Entity.children


get isDestroyed(): boolean

Defined in: Entity.ts:104

True if destroy() has been called.

boolean

Entity.isDestroyed


get parent(): Entity | null

Defined in: Entity.ts:109

The parent entity, or null if this is a root entity.

Entity | null

Entity.parent


get scene(): Scene

Defined in: Entity.ts:89

The scene this entity belongs to. Throws if the entity is not attached to a scene — which in practice only happens before scene.spawn / addChild wires it up, or after destroy() tears it down. Inside lifecycle methods (setup, component onAdd, update, etc.) this is always safe to access.

For the rare case where you genuinely need to inspect whether an entity has a scene (e.g. defensive code in systems iterating a query result), use tryScene instead.

Scene

Entity.scene


get tryScene(): Scene | null

Defined in: Entity.ts:99

The scene this entity belongs to, or null if detached.

Scene | null

Entity.tryScene

_performDestroy(): void

Defined in: Entity.ts:361

Internal

Internal: perform actual destruction — remove all components and clear state. Called by Scene during endOfFrame flush.

void

Entity._performDestroy


_setKey(key): void

Defined in: Entity.ts:445

Internal

Internal: assign the stable identity key. Called by Scene._registerKey during spawn. Throws if the entity already has a key — keys are immutable for an entity’s lifetime.

string

void

Entity._setKey


_setScene(scene, callbacks): void

Defined in: Entity.ts:431

Internal

Internal: set the scene and callbacks. Called by Scene.spawn().

Scene | null

EntityCallbacks | null

void

Entity._setScene


add<C>(component): C

Defined in: Entity.ts:257

Add a component instance. Returns the component for chaining.

C extends Component

C

C

Entity.add


addChild(name, child): void

Defined in: Entity.ts:119

Add a named child entity. Auto-adds to parent’s scene if not already in one.

string

Entity

void

Entity.addChild


optional afterRestore(data, resolve): void

Defined in: Entity.ts:397

Called after components are restored during save/load. Rebuild non-serializable state here.

unknown

SnapshotResolver

void

Entity.afterRestore


cancel(tag?): void

Defined in: TimerEntity.ts:32

string

void


destroy(): void

Defined in: Entity.ts:342

Mark for deferred destruction. Actual cleanup happens at end of frame.

void

Entity.destroy


emit(token): void

Defined in: Entity.ts:319

Emit a typed event on this entity. Bubbles to the scene.

EventToken<void>

void

Entity.emit

emit<T>(token, data): void

Defined in: Entity.ts:320

Emit a typed event on this entity. Bubbles to the scene.

T

EventToken<T>

T

void

Entity.emit


get<C>(cls): C

Defined in: Entity.ts:272

Get a component by class. Throws if not found.

C extends Component

ComponentClass<C>

C

Entity.get


getAll(): Iterable<Component>

Defined in: Entity.ts:337

Get all components as an iterable.

Iterable<Component>

Entity.getAll


getChild(name): Entity

Defined in: Entity.ts:243

Get a child by name. Throws if not found.

string

Entity

Entity.getChild


has(cls): boolean

Defined in: Entity.ts:288

Check if entity has a component of the given class.

ComponentClass

boolean

Entity.has


hasTrait<T>(token): this is TimerEntity & T

Defined in: Entity.ts:400

Check if this entity’s class implements a given trait. Acts as a type guard.

T

TraitToken<T>

this is TimerEntity & T

Entity.hasTrait


on<T>(token, handler): () => void

Defined in: Entity.ts:304

Subscribe to a typed event on this entity. Returns an unsubscribe function.

T

EventToken<T>

(data) => void

() => void

Entity.on


remove(cls): void

Defined in: Entity.ts:293

Remove a component by class.

ComponentClass

void

Entity.remove


removeChild(name): Entity

Defined in: Entity.ts:228

Remove a named child. Returns the detached entity.

string

Entity

Entity.removeChild


requireKey(): string

Defined in: Entity.ts:417

Return the stable key, or throw if this entity was spawned without one. Use inside component setup() when the component depends on identity (e.g. reading from a createSet keyed by entity key).

string

Entity.requireKey


run(process, options?): Process

Defined in: TimerEntity.ts:24

Process

string[]

Process


optional serialize(): unknown

Defined in: Entity.ts:394

Return a JSON-serializable snapshot of this entity’s custom state. Used by the save system.

unknown

Entity.serialize


setup(): void

Defined in: TimerEntity.ts:20

Optional setup method. Called by scene.spawn(Class, params) after the entity is wired to its scene, so components can access services. Override in subclasses — do NOT use the constructor for component setup.

void

Entity.setup


slot(config?): ProcessSlot

Defined in: TimerEntity.ts:28

ProcessSlotConfig

ProcessSlot


spawnChild(name, options?): Entity

Defined in: Entity.ts:161

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

string

SpawnOptions

Entity

Entity.spawnChild

spawnChild<E>(name, Class, options?): E

Defined in: Entity.ts:162

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

E extends Entity

string

() => E

SpawnOptions

E

Entity.spawnChild

spawnChild<E, P>(name, Class, params, options?): E

Defined in: Entity.ts:167

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

E extends Entity

P

string

() => E & object

P

SpawnOptions

E

Entity.spawnChild

spawnChild<P>(name, blueprint, params, options?): Entity

Defined in: Entity.ts:173

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

P

string

Blueprint<P>

P

SpawnOptions

Entity

Entity.spawnChild

spawnChild(name, blueprint, options?): Entity

Defined in: Entity.ts:180

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

string

Blueprint<void>

SpawnOptions

Entity

Entity.spawnChild


tryGet<C>(cls): C | undefined

Defined in: Entity.ts:283

Get a component by class, or undefined if not found.

C extends Component

ComponentClass<C>

C | undefined

Entity.tryGet


tryGetChild(name): Entity | undefined

Defined in: Entity.ts:252

Get a child by name, or undefined if not found.

string

Entity | undefined

Entity.tryGetChild