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AnimationController

Defined in: renderer/src/AnimationController.ts:80

High-level animation controller that manages named animations on top of a sibling AnimatedSpriteComponent.

Provides one-shot locking, per-animation anchors, and type-safe animation names via the generic parameter.

Narrowing the animation-name type — entity.get(AnimationController) returns AnimationController<string> (the default T); the runtime class isn’t generic, and a string-typed instance can’t substitute for a narrower one (the current: T | "" getter is covariant on T). Cast at the field declaration so every consumer downstream sees the narrow type:

type Anim = "idle" | "walk" | "shoot";
class HeroController extends Component {
private readonly _anim = this.sibling(AnimationController) as
AnimationController<Anim>;
}

For multi-sprite (head + body + outfit) characters, see LayeredAnimationController — it fans play()/playOneShot() across a list of sibling controllers with a single shared lock timer.

  • Component

T extends string = string

new AnimationController<T>(animations): AnimationController<T>

Defined in: renderer/src/AnimationController.ts:95

Record<T, AnimationDef>

AnimationController<T>

Component.constructor

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.

Component.entity


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"];
}

Component.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
}

Component.updatePriority

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

Component.context


get current(): "" | T

Defined in: renderer/src/AnimationController.ts:113

Currently playing animation name, or "" if none.

"" | T


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

Component.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/AnimationController.ts:123

Current frame index of the underlying AnimatedSprite.

number


get locked(): boolean

Defined in: renderer/src/AnimationController.ts:118

True if a one-shot animation is blocking.

boolean


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

Component.scene


get speed(): number

Defined in: renderer/src/AnimationController.ts:131

Runtime speed multiplier (default 1). A controller owned by a LayeredAnimationController shares this value with every layer.

number

set speed(value): void

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

number

void


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

Component.updatePriority

_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

Component._applyEnabled


_assertTiming(name, options): void

Defined in: renderer/src/AnimationController.ts:258

Internal

Throw if this controller would reject the timing, without deriving a duration from it. LayeredAnimationController checks every layer before any layer switches; when the caller passes an explicit shared duration, no layer’s own duration feeds the timer, so only the frame and speed gates apply.

T

AnimationTimingOptions | undefined

void


_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

Component._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

Component._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

Component._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

Component._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

Component.addCleanup


calcDuration(name, options?): number

Defined in: renderer/src/AnimationController.ts:242

Calculate the engine-scaled duration (seconds) a one-shot of this animation would take, matching what playOneShot locks for.

Frame-rate independent: PixiJS normalises deltaTime via Ticker.targetFPMS (0.06), so the formula holds at any actual fps. The controller timer and animated sprite both receive engine-scaled time. Throws unless the effective speed is positive and produces a finite duration. Use an explicit one-shot duration for paused or reverse playback.

T

AnimationTimingOptions

number


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

Component.destroy


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

Component.fixedUpdate


forcePlay(name): void

Defined in: renderer/src/AnimationController.ts:217

Clear lock and force-switch to the given animation.

T

void


has(name): name is T

Defined in: renderer/src/AnimationController.ts:166

Whether this controller defines the given animation name.

string

name is T


inFrameRange(start, end): boolean

Defined in: renderer/src/AnimationController.ts:293

Check whether the current frame is within [start, end] inclusive.

number

number

boolean


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

Component.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

Component.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

Component.listenScene


onAdd(): void

Defined in: renderer/src/AnimationController.ts:299

Auto-play the first defined animation.

void

Component.onAdd


onDestroy(): void

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

A live one-shot ends with the component, so its onCancel still runs.

void

Component.onDestroy


optional onDisable(): void

Defined in: core/dist/index.d.ts:4298

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


optional onEnable(): void

Defined in: core/dist/index.d.ts:4290

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


play(name): void

Defined in: renderer/src/AnimationController.ts:171

Play a named animation. No-op if already current or locked.

T

void


playOneShot(name, options?): void

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

Play an animation as a one-shot, locking out other plays until complete. No-op if already locked on the same animation (prevents restart flicker).

Exactly one of onComplete and onCancel runs per one-shot: onComplete when the lock timer plays out, onCancel when another one-shot, forcePlay, unlock or component destruction ends it first. A cancel callback runs after the new state is in place, so calling playOneShot from inside it takes effect.

When options.duration is omitted, the lock duration is auto-calculated from the frames that will actually play — the frame count from startFrame on, at the controller speed times options.speed. Pass an explicit duration to synchronise lock release across multiple controllers (see LayeredAnimationController).

T

AnimationOneShotOptions

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

Component.service


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

Component.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>

Component.stateMachine


unlock(): void

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

Manually release the one-shot lock, firing a pending onCancel.

void


update(dt): void

Defined in: renderer/src/AnimationController.ts:313

Tick the one-shot lock timer.

number

void

Component.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

Component.use

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