Skip to content

LightSource

Defined in: lighting/src/LightSource.ts:25

A radial light centred on its entity’s Transform.worldPosition.

The radius and levelAt() contribution use world pixels. Transform scale does not resize the light; set radius when the gameplay radius changes.

  • Component

new LightSource(options): LightSource

Defined in: lighting/src/LightSource.ts:32

LightSourceOptions

LightSource

Component.constructor

entity: Entity

Defined in: core/dist/index.d.ts:3217

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

Component.entity


static optional inspectExclude?: readonly string[]

Defined in: core/dist/index.d.ts:3420

Own fields and getters the Inspector leaves out of this component’s reflected state. Use it for bulk data that is not worth a diagnostic copy — a parsed tilemap, a large lookup table. Lists merge down the class chain, so a subclass adds to its base class’s exclusions.

class TilemapComponent extends VisualComponent {
static inspectExclude = ["data"];
}

Component.inspectExclude


static optional updatePriority?: number

Defined in: core/dist/index.d.ts:3407

Class-level default for updatePriority: every instance runs at this priority unless its own updatePriority is written. Undeclared = 0. Subclasses inherit their base class’s value unless they declare their own. Declare it on a component whose behavior depends on running after (or before) a sibling, so the entity that adds it does not have to control the add order.

class BoundsClamp extends Component {
static updatePriority = 10; // after the follow that moves the camera
}

Component.updatePriority

get color(): number

Defined in: lighting/src/LightSource.ts:77

RGB tint used by renderers that support coloured light.

number

set color(value): void

Defined in: lighting/src/LightSource.ts:81

number

void


get context(): EngineContext

Defined in: core/dist/index.d.ts:3272

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:3242

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:3234

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:3235

boolean

void

Component.enabled


get intensity(): number

Defined in: lighting/src/LightSource.ts:66

Peak contribution at the light’s centre, from 0 to 1.

number

set intensity(value): void

Defined in: lighting/src/LightSource.ts:70

number

void


get position(): Vec2

Defined in: lighting/src/LightSource.ts:45

Current world-space centre.

Vec2


get radius(): number

Defined in: lighting/src/LightSource.ts:55

Radius in world pixels.

number

set radius(value): void

Defined in: lighting/src/LightSource.ts:59

number

void


get scene(): Scene

Defined in: core/dist/index.d.ts:3267

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


get updatePriority(): number

Defined in: core/dist/index.d.ts:3260

Where this component runs among its siblings. ComponentUpdateSystem calls update / fixedUpdate on an entity’s components in ascending priority; equal priorities run in add order. Undeclared = 0, so a negative value runs before siblings that keep the default and a positive value runs after them. Writable at any time, before or after add(). Defaults to the class’s static updatePriority.

class Player extends Entity {
setup() {
this.add(new Mover());
this.add(new Brain()).updatePriority = -1; // decides before Mover moves
}
}

number

set updatePriority(value): void

Defined in: core/dist/index.d.ts:3261

number

void

Component.updatePriority

_applyEnabled(effective): void

Defined in: core/dist/index.d.ts:3355

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


_isTornDown(): boolean

Defined in: core/dist/index.d.ts:3336

Internal

Internal: true once this component has been removed or its entity destroyed. Components are terminal — Entity.add uses this to reject re-attaching an instance whose cleanups and onDestroy already ran.

boolean

Component._isTornDown


_markTornDown(): void

Defined in: core/dist/index.d.ts:3342

Internal

Internal: mark this component torn down. Called by Entity.remove() and Entity._performDestroy() after onDestroy runs.

void

Component._markTornDown


_refreshEnabled(): void

Defined in: core/dist/index.d.ts:3348

Internal

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

void

Component._refreshEnabled


_runCleanups(onError?): void

Defined in: core/dist/index.d.ts:3323

Internal

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

(error) => void

void

Component._runCleanups


protected addCleanup(fn): void

Defined in: core/dist/index.d.ts:3317

Register a cleanup function to run when this component is removed or destroyed, before onDestroy. Use it for what listen, listenScene and listenBus do not cover, such as an unsubscribe from a custom emitter.

() => void

void

Component.addCleanup


destroy(): void

Defined in: core/dist/index.d.ts:3329

End this component’s life on its own — the same as entity.remove(SomeClass), without having to name its own class from inside itself, which breaks under subclassing.

void

Component.destroy


optional fixedUpdate(dt): void

Defined in: core/dist/index.d.ts:3392

Called every fixed timestep by the built-in ComponentUpdateSystem.

number

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

void

Component.fixedUpdate


getPositionInto(out): Vec2Buffer

Defined in: lighting/src/LightSource.ts:50

Copy world coordinates into caller-owned scratch.

Vec2Buffer

Vec2Buffer


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

Defined in: core/dist/index.d.ts:3299

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

T

Entity

EventToken<T>

(data) => void

void

Component.listen


protected listenBus<K>(event, handler): void

Defined in: core/dist/index.d.ts:3310

Subscribe to an engine EventBus event, auto-unsubscribe on removal. Throws when the entity is not in a scene, like listenScene.

K extends keyof EngineEvents

K

(data) => void

void

Component.listenBus


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

Defined in: core/dist/index.d.ts:3305

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:3363

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/LightSource.ts:96

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

void

Component.onDestroy


onDisable(): void

Defined in: lighting/src/LightSource.ts:92

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/LightSource.ts:87

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


protected service<T>(key): T

Defined in: core/dist/index.d.ts:3289

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:3297

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:3387

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:3280

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