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AnimatedSpriteComponent

Defined in: renderer/src/AnimatedSpriteComponent.ts:35

Component that displays a PixiJS AnimatedSprite.

new AnimatedSpriteComponent(options): AnimatedSpriteComponent

Defined in: renderer/src/AnimatedSpriteComponent.ts:40

AnimatedSpriteComponentOptions

AnimatedSpriteComponent

VisualComponent.constructor

readonly animatedSprite: AnimatedSprite

Defined in: renderer/src/AnimatedSpriteComponent.ts:36


entity: Entity

Defined in: core/dist/index.d.ts:4116

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

VisualComponent.entity


readonly fx: EffectsHost

Defined in: renderer/src/VisualComponent.ts:100

Component-scope effects host. .fx.addEffect(...) attaches a filter to this component’s render object; the effect is torn down automatically when the entity or component is destroyed. .fx.findEffect(definition) recovers the handle for the first matching effect.

VisualComponent.fx


readonly modifiers: VisualModifierHost

Defined in: renderer/src/VisualComponent.ts:105

Render-only transform, opacity, and visibility contributions. Modifiers combine with the component’s live base values and are never serialized.

VisualComponent.modifiers


static optional inspectExclude?: readonly string[]

Defined in: core/dist/index.d.ts:4338

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"];
}

VisualComponent.inspectExclude


static optional updatePriority?: number

Defined in: core/dist/index.d.ts:4325

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
}

VisualComponent.updatePriority

get alpha(): number

Defined in: renderer/src/VisualComponent.ts:226

Get the requested alpha before transient opacity modifiers.

number

set alpha(alpha): void

Defined in: renderer/src/VisualComponent.ts:220

Set the container’s alpha (opacity).

number

void

VisualComponent.alpha


get blendMode(): BLEND_MODES

Defined in: renderer/src/VisualComponent.ts:236

Get the container’s blend mode.

BLEND_MODES

set blendMode(mode): void

Defined in: renderer/src/VisualComponent.ts:231

Set how the container combines with what is drawn beneath it.

BLEND_MODES

void

SplitTextComponent.blendMode


get context(): EngineContext

Defined in: core/dist/index.d.ts:4171

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

EngineContext

VisualComponent.context


get effectiveEnabled(): boolean

Defined in: core/dist/index.d.ts:4141

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

VisualComponent.effectiveEnabled


get enabled(): boolean

Defined in: core/dist/index.d.ts:4133

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:4134

boolean

void

SpriteComponent.enabled


get frame(): number

Defined in: renderer/src/AnimatedSpriteComponent.ts:151

Current frame index of the underlying AnimatedSprite.

number


get isPlaying(): boolean

Defined in: renderer/src/AnimatedSpriteComponent.ts:156

Whether the animation is currently playing.

boolean


get layerName(): string

Defined in: renderer/src/VisualComponent.ts:179

The layer this visual draws on. See setLayer.

string

VisualComponent.layerName


get mask(): MaskHandle | undefined

Defined in: renderer/src/VisualComponent.ts:273

The currently attached mask handle, if any.

MaskHandle | undefined

VisualComponent.mask


get renderAboveEffects(): boolean

Defined in: renderer/src/VisualComponent.ts:163

Whether this visual draws after the scene’s layers, outside every layer- and scene-scope effect and mask, while keeping its logical parent (position, alpha, visibility, camera). Screen-scope effects still cover it, and hit testing follows the logical tree — a UI element drawn under an escaped visual still receives the pointer first.

Set while the visual is out of the display tree — in a subclass constructor, or on a component not yet added — it records the flag and applies it on add.

boolean

set renderAboveEffects(value): void

Defined in: renderer/src/VisualComponent.ts:167

boolean

void

VisualComponent.renderAboveEffects


get renderObject(): AnimatedSprite

Defined in: renderer/src/AnimatedSpriteComponent.ts:62

The underlying Pixi display object.

AnimatedSprite

The underlying Pixi display object.

VisualComponent.renderObject


get scene(): Scene

Defined in: core/dist/index.d.ts:4166

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

VisualComponent.scene


get speed(): number

Defined in: renderer/src/AnimatedSpriteComponent.ts:181

Playback rate of the underlying sprite: frames advanced per tick at 60 fps, so 0.15 moves on about every seventh tick and 1 on every tick. Defaults to 1. Writing it retimes the clip that is already running, without restarting it, and reads back the same number play({ speed }) writes.

0 holds the current frame while isPlaying stays true, and a negative value plays backwards. Scene and entity timeScale multiply this. A non-finite value throws.

With an AnimationController on the entity this reads the rate the sprite is actually running at: the animation definition’s speed, times the controller’s speed, times the playOneShot({ speed }) factor. The controller writes it again at its next animation switch and whenever its own speed is written. Set AnimationController.speed to retime every animation; set this to retime only the clip on screen. Writing this does not retime a running one-shot’s lock: the lock keeps the duration computed when the one-shot started, so the clip and the lock can end at different times.

number

set speed(value): void

Defined in: renderer/src/AnimatedSpriteComponent.ts:185

number

void


get tint(): number

Defined in: renderer/src/VisualComponent.ts:215

Get the container’s tint color.

number

set tint(color): void

Defined in: renderer/src/VisualComponent.ts:210

Set the container’s tint color.

ColorSource

void

SplitTextComponent.tint


get updatePriority(): number

Defined in: core/dist/index.d.ts:4159

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:4160

number

void

VisualComponent.updatePriority


get visible(): boolean

Defined in: renderer/src/VisualComponent.ts:250

Get the requested visibility, whatever the entity’s activeness.

boolean

set visible(value): void

Defined in: renderer/src/VisualComponent.ts:244

Set the container’s visibility. Written while the entity is dormant, it is remembered and applied when the entity is activated.

boolean

void

VisualComponent.visible

_applyEnabled(effective): void

Defined in: core/dist/index.d.ts:4273

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

VisualComponent._applyEnabled


_isTornDown(): boolean

Defined in: core/dist/index.d.ts:4254

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

VisualComponent._isTornDown


_markTornDown(): void

Defined in: core/dist/index.d.ts:4260

Internal

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

void

VisualComponent._markTornDown


_refreshEnabled(): void

Defined in: core/dist/index.d.ts:4266

Internal

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

void

VisualComponent._refreshEnabled


_runCleanups(onError?): void

Defined in: core/dist/index.d.ts:4241

Internal

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

(error) => void

void

VisualComponent._runCleanups


protected addCleanup(fn): void

Defined in: core/dist/index.d.ts:4229

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

VisualComponent.addCleanup


protected applyEffectiveAlpha(alpha): void

Defined in: renderer/src/VisualComponent.ts:328

Apply the final alpha after transient modifiers.

number

void

VisualComponent.applyEffectiveAlpha


protected applyVisualOptions(options): void

Defined in: renderer/src/VisualComponent.ts:134

Apply the shared visible/tint/alpha/interactive options to renderObject. Call once from the subclass constructor, after the concrete Pixi object is created.

VisualComponentOptions

void

VisualComponent.applyVisualOptions


clearMask(): void

Defined in: renderer/src/VisualComponent.ts:267

Detach and destroy the current mask, if any.

void

VisualComponent.clearMask


destroy(): void

Defined in: core/dist/index.d.ts:4247

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

VisualComponent.destroy


protected destroyOptions(): DestroyOptions | undefined

Defined in: renderer/src/VisualComponent.ts:323

Pixi destroy options passed to renderObject.destroy(). Default: undefined (Pixi’s own defaults). Override for a component whose destroy must cascade to children (SplitText’s per-segment display objects).

DestroyOptions | undefined

VisualComponent.destroyOptions


optional fixedUpdate(dt): void

Defined in: core/dist/index.d.ts:4310

Called every fixed timestep by the built-in ComponentUpdateSystem.

number

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

void

VisualComponent.fixedUpdate


gotoFrame(index): void

Defined in: renderer/src/AnimatedSpriteComponent.ts:140

Stop playback and hold index as a static pose.

number

void


inspectRender(): object

Defined in: renderer/src/VisualComponent.ts:283

Derived render facet for the Inspector — world-space bounds and the component’s own (local, non-inherited) visible flag, computed on demand from the live render object. See computeRenderFacet for the bounds coordinate space.

bounds: { height: number; width: number; x: number; y: number; } | null

Axis-aligned bounding box of the component’s geometry, in world space (the same coordinate space the Inspector reports for entity.transform — pixels, before camera/viewport projection). Measured from the geometry itself, so a sized-but-hidden object still reports its real box; null means there is no measurable geometry at all (an empty Graphics, a zero-area object), NOT that the object is hidden. Read RenderFacetSnapshot.visible for the hidden/shown state.

visible: boolean

The component’s own (local, non-inherited) visibility flag at snapshot time. A hidden ancestor (e.g. a parent/layer container set invisible) is NOT folded in — read the relevant parent separately if you need the fully resolved on-screen state.

VisualComponent.inspectRender


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

Defined in: core/dist/index.d.ts:4211

Subscribe to events from an entity or a state machine, auto-unsubscribe on removal.

this.listen(this.entity, Hurt, ({ dir }) => this.knockback(dir));
this.listen(brain.mode, brain.mode.events.entered, ({ state }) =>
this.anim.play(state),
);

T

EventSource

EventToken<T>

(data) => void

void

VisualComponent.listen


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

Defined in: core/dist/index.d.ts:4222

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

VisualComponent.listenBus


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

Defined in: core/dist/index.d.ts:4217

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

VisualComponent.listenScene


onAdd(): void

Defined in: renderer/src/VisualComponent.ts:287

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

VisualComponent.onAdd


onDestroy(): void

Defined in: renderer/src/VisualComponent.ts:308

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

void

VisualComponent.onDestroy


onDisable(): void

Defined in: renderer/src/VisualComponent.ts:304

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

VisualComponent.onDisable


onEnable(): void

Defined in: renderer/src/VisualComponent.ts:300

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

VisualComponent.onEnable


onFrameChange(listener): () => void

Defined in: renderer/src/AnimatedSpriteComponent.ts:117

Subscribe to frame changes on the underlying sprite. Returns an unsubscribe function, so this.addCleanup(sprite.onFrameChange(fn)) drops the listener with the subscribing component.

Pixi delivers a frame change on play, on a frame advance, and on the frame reset an animation switch performs, so a listener sees controller switches too. Assigning animatedSprite.onFrameChange directly replaces the dispatcher this installs and silences every subscriber.

(frame) => void

() => void


play(options?): void

Defined in: renderer/src/AnimatedSpriteComponent.ts:76

Resumes from the current frame; fromStart: true restarts at frame 0.

speed and loop are sticky — the next play keeps whatever this one set. onComplete is not: a play owns its completion callback, so a play without one clears the callback the previous play installed.

Use the AnimatedSpriteComponent.speed property to retime a clip that is already running.

boolean

boolean

() => void

number

void


protected service<T>(key): T

Defined in: core/dist/index.d.ts:4188

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

VisualComponent.service


setLayer(name): void

Defined in: renderer/src/VisualComponent.ts:195

Draw this visual on another layer.

Called before the component reaches the display tree — in a subclass constructor, or on a component that has not been added yet — it records the name and nothing else. Called afterwards it detaches the render object and re-parents it through the same resolution onAdd uses, so a SortGroupComponent on the new layer still claims it.

The visual joins its new parent last, which on a layer with no sort means it draws in front of everything already there.

string

void

VisualComponent.setLayer


setMask(factory): MaskHandle

Defined in: renderer/src/VisualComponent.ts:260

Attach a mask to this component’s render object, replacing any existing mask. Returns a handle for inverse toggling, redraw (graphicsMask), or removal. The mask is torn down automatically when the component is destroyed.

MaskFactory

MaskHandle

VisualComponent.setMask


protected sibling<C>(cls): C

Defined in: core/dist/index.d.ts:4199

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. The reference passes instanceof cls before it resolves, so an engine API that checks the type of what it is handed (camera.follow(this.transform)) accepts it.

C extends Component

ComponentClass<C>

C

VisualComponent.sibling


protected stateMachine<S>(states, initial, options?): StateMachine<S>

Defined in: core/dist/index.d.ts:4235

Create a state machine whose hooks and event handlers are attributed to this component when they throw. The machine can be declared as a field because service lookup waits until a hook runs.

S extends string

StateDefinitions<S>

NoInfer<S>

StateMachineOptions

StateMachine<S>

VisualComponent.stateMachine


stop(): void

Defined in: renderer/src/AnimatedSpriteComponent.ts:135

Stop the animation.

void


update(dt): void

Defined in: renderer/src/AnimatedSpriteComponent.ts:191

Advance playback using engine-scaled time.

number

void

VisualComponent.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:4179

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

VisualComponent.use

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