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LightOccluder

Defined in: lighting/src/LightOccluder.ts:29

Renderer-neutral shadow geometry centred on its entity’s Transform.

The built-in overlay renderer does not cast shadows. Custom renderers can read registered occluders from LightingWorld.occluders.

  • Component

new LightOccluder(options): LightOccluder

Defined in: lighting/src/LightOccluder.ts:36

LightOccluderOptions

LightOccluder

Component.constructor

entity: Entity

Defined in: core/dist/index.d.ts:2593

Back-reference to the owning entity. Set by the engine when the component is added to an entity. Do not set manually.

Component.entity


readonly shape: LightOccluderShape

Defined in: lighting/src/LightOccluder.ts:34


static restorePriority: number = 10

Defined in: lighting/src/LightOccluder.ts:30

Snapshot restore order. On load, an entity’s components are re-added in ascending priority, so a component whose onAdd() reads a sibling can rely on lower-priority siblings being present and initialized. Undeclared = 100. Engine components reserve 0-99; game and addon components declare a value only when a sibling onAdd() dependency requires it. Equal priorities restore in save-time add order. Subclasses inherit their base class’s priority unless they declare their own.

Component.restorePriority

get context(): EngineContext

Defined in: core/dist/index.d.ts:2627

Access the EngineContext from the entity’s scene. Throws if the entity is not in a scene.

EngineContext

Component.context


get effectiveEnabled(): boolean

Defined in: core/dist/index.d.ts:2616

Whether the component is actually running: enabled, on an active entity, and past onAdd. This is the state onEnable and onDisable track — read it when a method has to behave one way live and another way dormant.

boolean

Component.effectiveEnabled


get enabled(): boolean

Defined in: core/dist/index.d.ts:2608

Whether this component runs. Disabled components are skipped by ComponentUpdateSystem.

Writing this fires onEnable / onDisable when the effective state changes — enabled && entity.isActive. A component disabled here stays disabled through a setActive(false) / setActive(true) cycle on its entity.

boolean

set enabled(value): void

Defined in: core/dist/index.d.ts:2609

boolean

void

Component.enabled


get position(): Vec2

Defined in: lighting/src/LightOccluder.ts:44

Current world-space centre.

Vec2


get rotation(): number

Defined in: lighting/src/LightOccluder.ts:49

Current world rotation in radians.

number


get scene(): Scene

Defined in: core/dist/index.d.ts:2622

Access the entity’s scene. Throws if the entity is not in a scene. Prefer this over threading through this.entity.scene in component code.

Scene

Component.scene

_applyEnabled(effective): void

Defined in: core/dist/index.d.ts:2681

Internal

Force an effective-enabled transition, firing the hook on a flip. Used by Entity for teardown, where enabled and the entity’s activeness both still read true.

boolean

void

Component._applyEnabled


_refreshEnabled(): void

Defined in: core/dist/index.d.ts:2674

Internal

Recompute effective enabled-ness from enabled and the entity’s activeness, firing the hook on a flip.

void

Component._refreshEnabled


_runCleanups(): void

Defined in: core/dist/index.d.ts:2668

Internal

Run and clear all registered cleanups. Called by Entity.remove() and Entity._performDestroy() before onRemove/onDestroy.

void

Component._runCleanups


protected addCleanup(fn): void

Defined in: core/dist/index.d.ts:2662

Register a cleanup function to run when this component is removed or destroyed.

() => void

void

Component.addCleanup


optional afterRestore(data, resolve): void

Defined in: core/dist/index.d.ts:2735

Called after onAdd() during save/load restoration. Apply state that depends on onAdd() having run.

unknown

SnapshotResolver

void

Component.afterRestore


optional fixedUpdate(dt): void

Defined in: core/dist/index.d.ts:2720

Called every fixed timestep by the built-in ComponentUpdateSystem.

number

Fixed timestep in seconds, scaled by scene and entity timeScale.

void

Component.fixedUpdate


protected listen<T>(entity, token, handler): void

Defined in: core/dist/index.d.ts:2654

Subscribe to events on any entity, auto-unsubscribe on removal.

T

Entity

EventToken<T>

(data) => void

void

Component.listen


protected listenScene<T>(token, handler): void

Defined in: core/dist/index.d.ts:2660

Subscribe to scene-level events, auto-unsubscribe on removal. Handlers fire for bubbled entity events (entity = source) and scene.emit events (entity = undefined).

T

EventToken<T>

(data, entity?) => void

void

Component.listenScene


optional onAdd(): void

Defined in: core/dist/index.d.ts:2689

Called when the component is added to an entity. Validate dependencies here — a service, a sibling component, a render layer — and throw when one is missing. The throw is attributed to this component, recorded in Inspector.getErrors().callbackErrors, and rethrown, so it reaches the caller of entity.add() unchanged.

void

Component.onAdd


onDestroy(): void

Defined in: lighting/src/LightOccluder.ts:62

Called when the component is destroyed (entity destroyed or component removed).

void

Component.onDestroy


onDisable(): void

Defined in: lighting/src/LightOccluder.ts:58

Called when the component stops being effectively enabled — enabled went false, the entity (or an ancestor) was deactivated, or the component is being removed or destroyed. Put live resources to sleep here; the component is reused afterwards, so do not free anything onEnable cannot rebuild.

void

Component.onDisable


onEnable(): void

Defined in: lighting/src/LightOccluder.ts:53

Called when the component becomes effectively enabled — enabled is true and the entity is active. Fires right after onAdd() for a component added to an active entity, and again on every later flip. Bring live resources back online here (unpause a sound, show a display object, re-enable a physics body). Game-state reset does not belong here: the hook sees whatever state the component held while dormant.

void

Component.onEnable


optional onRemove(): void

Defined in: core/dist/index.d.ts:2708

Called when the component is removed from an entity.

void

Component.onRemove


serialize(): LightOccluderData

Defined in: lighting/src/LightOccluder.ts:67

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

LightOccluderData

Component.serialize


protected service<T>(key): T

Defined in: core/dist/index.d.ts:2644

Lazy proxy-based service resolution. Can be used at field-declaration time:

readonly input = this.service(InputManagerKey);

The actual resolution is deferred until first property access.

T extends object

ServiceKey<T>

T

Component.service


protected sibling<C>(cls): C

Defined in: core/dist/index.d.ts:2652

Lazy proxy-based sibling component resolution. Can be used at field-declaration time:

readonly anim = this.sibling(AnimatedSpriteComponent);

The actual resolution is deferred until first property access.

C extends Component

ComponentClass<C>

C

Component.sibling


optional update(dt): void

Defined in: core/dist/index.d.ts:2715

Called every frame by the built-in ComponentUpdateSystem.

number

Frame delta in seconds, scaled by scene and entity timeScale.

void

Component.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:2635

Resolve a service by key, cached after first lookup. Scene-scoped values (registered via scene._registerScoped) take precedence over engine scope. A key declared with scope: "scene" that falls back to engine scope emits a one-shot dev warning — almost always signals a missed beforeEnter hook.

T

ServiceKey<T>

T

Component.use


static fromSnapshot(data): LightOccluder

Defined in: lighting/src/LightOccluder.ts:71

LightOccluderData

LightOccluder