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Entities & Components

An entity is a named container for components with O(1) type-based lookups. Create entities through a scene:

const player = scene.spawn("player");
const bullet = scene.spawn("bullet");
import { Transform, Vec2 } from "@yagejs/core";
import { SpriteComponent, texture } from "@yagejs/renderer";
const HeroTex = texture("assets/hero.png");
// Add components
player.add(new Transform({ position: new Vec2(100, 200) }));
player.add(new SpriteComponent({ texture: HeroTex }));
// Get a component (throws if missing)
const transform = player.get(Transform);
// Get a component (returns undefined if missing)
const sprite = player.tryGet(SpriteComponent);
// Check existence
if (player.has(SpriteComponent)) {
// ...
}
// Remove a component
player.remove(SpriteComponent);

entity.get(Type) throws an error when the component is not found — use it when the component is required. entity.tryGet(Type) returns undefined instead, which is useful for optional lookups.

Tags are lightweight labels with no data attached:

player.tags.add("friendly");
player.tags.add("controllable");
if (player.tags.has("friendly")) {
// skip damage
}

Tags are useful for fast filtering without creating empty marker components.

A child entity’s Transform composes against its parent’s: position is rotated and scaled by the parent before being added, rotation sums, and scale multiplies through the chain. DisplaySystem reads each entity’s worldScale every Render phase, so changing a parent’s scale reaches every descendant sprite without any per-child bookkeeping.

The canonical use is a facing-flip on a multi-layer character. Set the parent’s scale to (-1, 1) and every child sprite — body, head, outfit, weapon — mirrors together via worldScale:

import { Entity, Transform, Vec2 } from "@yagejs/core";
import { SpriteComponent } from "@yagejs/renderer";
class Character extends Entity {
setup() {
this.add(new Transform()); // parent — drives facing
const body = this.spawnChild("body");
body.add(new Transform());
body.add(new SpriteComponent({ texture: "body.png" }));
const head = this.spawnChild("head");
head.add(new Transform({ position: new Vec2(0, -20) }));
head.add(new SpriteComponent({ texture: "head.png" }));
}
faceLeft(): void {
this.get(Transform).setScale(-1, 1); // mirrors body + head together
}
faceRight(): void {
this.get(Transform).setScale(1, 1);
}
}

Negative scale composes through nested entities too — a child at (-1, 1) under a parent already at (-1, 1) ends up at worldScale = (1, 1) (the mirrors cancel out). Positive non-unit scale behaves the same way: a parent at 2x zooms its whole subtree.

Destroying an entity does not happen immediately. Instead the entity is marked for removal and actually cleaned up during the EndOfFrame phase:

scene.destroyEntity(bullet);
// bullet still exists this frame — components can run final logic
// actual removal happens at EndOfFrame

This prevents iterator invalidation and lets other systems react to the destruction during the same frame.

Components hold state and game logic. Extend the Component base class:

import { Component } from "@yagejs/core";
class Health extends Component {
current = 100;
max = 100;
update(dt: number) {
if (this.current <= 0) {
scene.destroyEntity(this.entity);
}
}
}

Components have several lifecycle hooks:

class PlayerController extends Component {
onAdd() {
// Called when the component is added to an entity.
// The entity and scene are available here.
}
onRemove() {
// Called when the component is removed from the entity.
}
onDestroy() {
// Called when the owning entity is destroyed.
// Use for final cleanup (unsubscribe events, release resources).
}
update(dt: number) {
// Called every frame during the Update phase.
// dt is the variable delta time in seconds.
}
fixedUpdate(dt: number) {
// Called during the FixedUpdate phase at a deterministic timestep.
// Use for physics and gameplay that must be framerate-independent.
}
}

Use this.use(key) inside a component to resolve a service from the DI container. The result is cached after the first call:

import { InputManagerKey } from "@yagejs/input";
class PlayerController extends Component {
update(dt: number) {
const input = this.use(InputManagerKey);
if (input.isPressed("jump")) {
this.sibling(RigidBody).applyImpulse({ x: 0, y: -500 });
}
}
}

this.sibling(Type) returns a lazy reference to another component on the same entity. The lookup is deferred until first access and then cached:

class Enemy extends Component {
update(dt: number) {
const transform = this.sibling(Transform);
const health = this.sibling(Health);
if (health.current < health.max * 0.5) {
// flee logic using transform.position
}
}
}

If update() or fixedUpdate() throws an exception, the engine does not crash. Instead:

  1. The error is logged.
  2. component.enabled is set to false — the component stops receiving updates.
  3. The rest of the game continues running.

This keeps a single broken component from taking down the entire game during development.