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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(0.5, () => { ... }));
const cd = timers.slot({ duration: 0.3 });

new TimerEntity(name?, tags?): TimerEntity

Defined in: Entity.ts:159

string

Iterable<string, any, any>

TimerEntity

Entity.constructor

readonly optional fixedUpdate?: undefined

Defined in: Entity.ts:129

Reserved: a subclass that declares fixedUpdate fails to compile.

There is no fixed-step entity hook either, and for the same reason. Both homes above apply: a component added to the entity, or a process on the queue that makeSceneScopedQueue() returns when the work outlives a single entity.

The slot is optional, so the compiler reports the subclass method as not assignable to type undefined rather than to type never.

Entity.fixedUpdate


readonly id: number

Defined in: Entity.ts:77

Unique auto-incrementing ID.

Entity.id


readonly optional key?: string

Defined in: Entity.ts:88

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:79

Display name for debugging.

Entity.name


readonly tags: Set<string>

Defined in: Entity.ts:81

Tags for group queries.

Entity.tags


timeScale: number = 1

Defined in: Entity.ts:103

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


readonly optional update?: undefined

Defined in: Entity.ts:116

Reserved: a subclass that declares update fails to compile.

The engine’s per-frame pass ticks the components an entity holds, so an entity method with this name is dead code. Per-frame logic belongs in a component added to the entity, or in a process on the queue that makeSceneScopedQueue() returns when the work outlives a single entity.

The slot is optional, so the compiler reports the subclass method as not assignable to type undefined rather than to type never.

Entity.update


static [TRAITS_KEY]: Set<symbol>

Defined in: Entity.ts:75

Entity.[TRAITS_KEY]

get activeSelf(): boolean

Defined in: Entity.ts:286

This entity’s own activeness bit — what setActive last wrote. An entity whose activeSelf is true can still be dormant, if an ancestor is not. Use isActive for the state the engine acts on.

boolean

Entity.activeSelf


get children(): ReadonlyMap<string, Entity>

Defined in: Entity.ts:334

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

ReadonlyMap<string, Entity>

Entity.children


get generation(): number

Defined in: Entity.ts:211

Which life of this entity is current. An EntityPool member is reused, so one object serves many lives; the counter moves on whenever a life ends, by release or by destruction. handle compares against it. Compare for equality only — a destruction cascade can advance it more than once, so it does not count lives. Written by the engine only.

number

Entity.generation


get isActive(): boolean

Defined in: Entity.ts:296

Whether the entity is active: its own activeSelf and every ancestor’s. A dormant entity keeps all of its components and its place in scene.getEntities(), but drops out of queries, findEntity, findEntitiesByTag and findEntities, and its components stop updating.

boolean

Entity.isActive


get isDestroyed(): boolean

Defined in: Entity.ts:195

True once the entity is dead — after destroy() is called, or once its scene starts tearing it down on scene exit.

boolean

Entity.isDestroyed


get isPooled(): boolean

Defined in: Entity.ts:200

True while an EntityPool owns this entity.

boolean

Entity.isPooled


get parent(): Entity | null

Defined in: Entity.ts:329

The parent entity, or null if this is a root entity. A child created by Entity.spawnChild reads null until that call returns, so its setup() cannot reach the parent through it.

Entity | null

Entity.parent


get scene(): Scene

Defined in: Entity.ts:177

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 the entity is destroyed (end-of-frame flush after destroy(), or scene teardown on exit). Inside lifecycle methods (setup, component onAdd, update, and component onDestroy during destruction) 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:187

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

Scene | null

Entity.tryScene

_componentsInUpdateOrder(): Iterable<Component>

Defined in: Entity.ts:702

Internal

Internal: components in the order ComponentUpdateSystem calls them — ascending updatePriority, ties in add order. Identical to getAll() until a component declares a priority. The sorted array is replaced, not mutated, when a component is added or removed, so a pass already iterating it finishes over the old order; a component added mid-pass first runs next frame. The map iterator on the default path is live, so there a component added mid-pass can run in the same pass.

Iterable<Component>

Entity._componentsInUpdateOrder


_deactivateForDestroy(): void

Defined in: Entity.ts:860

Internal

Internal: deactivate immediately without touching activeSelf, mirroring what destroy() does per-entity. Used by Scene when it tears down every entity at once — idempotent, and safe to call in any order across a flat entity set: an entity already reached through a parent’s cascade is a no-op here.

void

Entity._deactivateForDestroy


_destroyOwned(): void

Defined in: Entity.ts:749

Internal

Internal: destroy for real, skipping the pool redirect. Used by the owning pool when it disposes, and by the cascade below.

void

Entity._destroyOwned


_detachFromParent(): void

Defined in: Entity.ts:901

Internal

Internal: detach from whatever parent this entity has, without touching children or activeness. Shared by _performDestroy, the pooled-child branch of _destroyOwned’s cascade, and EntityPool.stow, which parks a released member that picked up a parent mid-lease. Unlike removeChild, this does not resync activeness — callers that need activeSelf honoured against no parent still call setActive/_resyncActive themselves.

void

Entity._detachFromParent


_endLife(): void

Defined in: Entity.ts:884

Internal

Internal: end this life so handles taken during it stop resolving. The subtree follows, because it is released or destroyed with this entity. Called by EntityPool when a lease ends; destruction goes through _markDestroyed instead.

void

Entity._endLife


_invalidateUpdateOrder(component): void

Defined in: Entity.ts:716

Internal

Internal: a component was added or its updatePriority was written. Switches the entity onto the sorted update path once any component leaves the default priority, and drops the cached order so the next update pass rebuilds it.

Component

void

Entity._invalidateUpdateOrder


_markDestroyed(): void

Defined in: Entity.ts:871

Internal

Internal: mark the entity destroyed without queueing it. Called by Scene during teardown so every entity reads isDestroyed === true before any component onDestroy runs, and by _destroyOwned. Idempotent, and the one place a destruction ends a life.

void

Entity._markDestroyed


_markPooled(owner): void

Defined in: Entity.ts:276

Internal

Internal: mark the entity as a pool member. Called by EntityPool when it constructs one.

EntityPoolOwner

void

Entity._markPooled


_performDestroy(onError?): void

Defined in: Entity.ts:919

Internal

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

(error) => void

void

Entity._performDestroy


_resyncActive(): void

Defined in: Entity.ts:800

Internal

Internal: recompute effective activeness against the current parent and propagate to descendants. Called after setActive and after a re-parent.

void

Entity._resyncActive


_setActiveSuppressed(activeSelf): void

Defined in: Entity.ts:810

Internal

Internal: write activeSelf and park the entity as dormant without firing hooks or touching queries. Pools and dormant-parent child spawns use this to avoid transient query membership and enable hooks.

boolean

void

Entity._setActiveSuppressed


_setKey(key): void

Defined in: Entity.ts:1013

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:1002

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:521

Add a component instance. Returns the component for chaining.

C extends Component

C

C

Entity.add


addChild(name, child): void

Defined in: Entity.ts:342

Add a named child entity. Auto-adds to parent’s scene if not already in one; a child that belongs to a different scene is rejected.

string

Entity

void

Entity.addChild


cancel(tag?): void

Defined in: TimerEntity.ts:39

string

void


destroy(): void

Defined in: Entity.ts:735

Retire the entity. Leaves its queries immediately — isActive reads false and component onDisable fires right away — with the rest of teardown (onDestroy, detach from scene) deferred to the end-of-frame flush.

A pool member is retired by going back to its pool instead — its pool owns its lifetime and destroys it only when the pool itself is disposed. That keeps destroy() usable from the places retirement is actually decided: a collision handler, an update, an event listener, all of which see a plain Entity and hold no pool reference.

void

Entity.destroy


emit(token): void

Defined in: Entity.ts:646

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:647

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:565

Get a component by class. An exact match wins; otherwise the single component assignable to cls is returned. Throws when nothing matches, and when several components are assignable to cls — use Entity.getAll for that case.

C extends Component

ComponentClass<C>

C

Entity.get


getAll(): Iterable<Component>

Defined in: Entity.ts:675

Get all components as an iterable, in add order.

Iterable<Component>

Entity.getAll

getAll<C>(cls): readonly C[]

Defined in: Entity.ts:684

Every component assignable to cls — the class itself and any subclass — in add order. The returned array is a read-only view of the entity’s index: removing a component replaces the list rather than mutating it, so a walk already in flight visits every member it started with. Adding one appends to the live list, so a walk in flight also visits a component added during it.

C extends Component

ComponentClass<C>

readonly C[]

Entity.getAll


getChild(name): Entity

Defined in: Entity.ts:507

Get a child by name. Throws if not found.

string

Entity

Entity.getChild


handle(): EntityHandle<TimerEntity>

Defined in: Entity.ts:244

Capture a reference that expires with this entity’s current life, read back through .current.

class Turret extends Entity {
private target?: EntityHandle<Enemy>;
onSpotted(enemy: Enemy) { this.target = enemy.handle(); }
update() {
const enemy = this.target?.current; // undefined once that enemy is gone
if (enemy) this.aimAt(enemy);
}
}

Take a handle whenever pooled entities are involved — a member can be retired from anywhere, so a stored plain reference goes stale silently. A plain reference is fine for entities that live as long as the scene, or when the code storing the reference also controls when the entity goes away.

A handle taken outside a live life never resolves: on a pool member (or an entity under one) whose pool is not currently lending it out, or on an entity that is destroyed or sits under a destroyed ancestor. In all of those the caller is holding a reference from a life that is already over.

EntityHandle<TimerEntity>

Entity.handle


has(cls): boolean

Defined in: Entity.ts:597

Check if entity has a component of the given class or any subclass of it.

ComponentClass

boolean

Entity.has


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

Defined in: Entity.ts:978

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:631

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

T

EventToken<T>

(data) => void

() => void

Entity.on


optional onAcquire(…args): void

Defined in: Entity.ts:967

Per-reuse reset, called by EntityPool every time the entity is handed out — including the first time, right after setup(). Its parameters become the pool’s acquire(...) arguments, so a bullet that needs a position and a direction declares onAcquire(x: number, y: number, dir: Vec2).

A pooled class must declare this hook: nothing else resets the state the entity kept while dormant. Declare an empty one if there is genuinely nothing to reset. It runs on a fully active entity, and must be synchronous and non-overloaded — the pool derives acquire’s signature from it, and a set of overloads keeps only the last.

…unknown[]

void

Entity.onAcquire


optional onRelease(): void

Defined in: Entity.ts:975

Called by EntityPool when the entity is released, before it goes dormant. Optional even for pooled classes: turning components off is the job of onDisable, so this is for game-level cleanup — dropping a target reference, clearing a listener registered outside setup().

void

Entity.onRelease


remove(cls): void

Defined in: Entity.ts:606

Remove the component of exactly this class. A base class is not resolved here: remove(Base) does nothing when the entity holds only a subclass, even though has(Base) is true. Remove the concrete class.

ComponentClass

void

Entity.remove


removeChild(name): Entity

Defined in: Entity.ts:489

Remove a named child. Returns the detached entity.

string

Entity

Entity.removeChild


removeSlot(slot): boolean

Defined in: TimerEntity.ts:35

ProcessSlot

boolean


requireKey(): string

Defined in: Entity.ts:988

Return the stable key, or throw if this entity was spawned without one. Use it in the entity’s setup() or in a component’s onAdd() when the code depends on identity (e.g. reading from a createSet keyed by entity key). The spawn call assigns the key before setup() runs.

string

Entity.requireKey


run(process, options?): Process

Defined in: TimerEntity.ts:24

Process

ProcessClock

string[]

Process


setActive(active): void

Defined in: Entity.ts:318

Turn the entity on or off without destroying it. Descendants follow: a child of a dormant entity is dormant whatever its own activeSelf says.

Components whose effective enabled-ness flips get onDisable / onEnable. Per-component enabled flags are left alone, so a component you disabled by hand stays disabled after the entity comes back.

bullet.setActive(false); // hidden, updates skipped
bullet.get(Transform).setPosition(x, y);
bullet.setActive(true); // back in play, no respawn

An entity with a RigidBodyComponent must be moved through rb.setPosition(x, y) instead — physics owns the transform of a dynamic body and overwrites a direct Transform write on the next frame.

boolean

void

Entity.setActive


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:31

ProcessSlotConfig

ProcessSlot


spawnChild(name, options?): Entity

Defined in: Entity.ts:410

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.

The parent link is made after the child is built: child.parent is null for the whole of its setup(), including the onAdd() of every component that setup adds, and holds the parent once this call returns. Pass the parent as a setup param when the child needs it. To have setup() read this.parent, reserve both entities in a scene.spawnBatch and call batch.addChild before batch.setup.

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

string

SpawnOptions

Entity

Entity.spawnChild

spawnChild<E>(name, Class, …rest): E

Defined in: Entity.ts:411

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.

The parent link is made after the child is built: child.parent is null for the whole of its setup(), including the onAdd() of every component that setup adds, and holds the parent once this call returns. Pass the parent as a setup param when the child needs it. To have setup() read this.parent, reserve both entities in a scene.spawnBatch and call batch.addChild before batch.setup.

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

E extends Entity

string

() => E

…ClassSpawnArgs<E>

E

Entity.spawnChild

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

Defined in: Entity.ts:416

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.

The parent link is made after the child is built: child.parent is null for the whole of its setup(), including the onAdd() of every component that setup adds, and holds the parent once this call returns. Pass the parent as a setup param when the child needs it. To have setup() read this.parent, reserve both entities in a scene.spawnBatch and call batch.addChild before batch.setup.

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:422

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.

The parent link is made after the child is built: child.parent is null for the whole of its setup(), including the onAdd() of every component that setup adds, and holds the parent once this call returns. Pass the parent as a setup param when the child needs it. To have setup() read this.parent, reserve both entities in a scene.spawnBatch and call batch.addChild before batch.setup.

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:580

Get a component by class, or undefined if none matches. An exact match wins; otherwise the single component assignable to cls is returned. Throws when several are assignable — use Entity.getAll instead.

C extends Component

ComponentClass<C>

C | undefined

Entity.tryGet


tryGetChild(name): Entity | undefined

Defined in: Entity.ts:516

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

string

Entity | undefined

Entity.tryGetChild

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