Skip to content

Entity

Defined in: Entity.ts:32

An entity is a named container of components with O(1) lookups by type.

new Entity(name?, tags?): Entity

Defined in: Entity.ts:49

string

Iterable<string, any, any>

Entity

readonly id: number

Defined in: Entity.ts:35

Unique auto-incrementing ID.


readonly name: string

Defined in: Entity.ts:37

Display name for debugging.


readonly tags: Set<string>

Defined in: Entity.ts:39

Tags for group queries.


static [TRAITS_KEY]: Set<symbol>

Defined in: Entity.ts:33

get children(): ReadonlyMap<string, Entity>

Defined in: Entity.ts:91

Named children as a read-only map. Empty map if no children.

ReadonlyMap<string, Entity>


get isDestroyed(): boolean

Defined in: Entity.ts:81

True if destroy() has been called.

boolean


get parent(): Entity | null

Defined in: Entity.ts:86

The parent entity, or null if this is a root entity.

Entity | null


get scene(): Scene

Defined in: Entity.ts:66

The scene this entity belongs to. Throws if the entity is not attached to a scene — which in practice only happens before scene.spawn / addChild wires it up, or after destroy() tears it down. Inside lifecycle methods (setup, component onAdd, update, etc.) this is always safe to access.

For the rare case where you genuinely need to inspect whether an entity has a scene (e.g. defensive code in systems iterating a query result), use tryScene instead.

Scene


get tryScene(): Scene | null

Defined in: Entity.ts:76

The scene this entity belongs to, or null if detached.

Scene | null

_performDestroy(): void

Defined in: Entity.ts:316

Internal

Internal: perform actual destruction — remove all components and clear state. Called by Scene during endOfFrame flush.

void


_setScene(scene, callbacks): void

Defined in: Entity.ts:371

Internal

Internal: set the scene and callbacks. Called by Scene.spawn().

Scene | null

EntityCallbacks | null

void


add<C>(component): C

Defined in: Entity.ts:213

Add a component instance. Returns the component for chaining.

C extends Component

C

C


addChild(name, child): void

Defined in: Entity.ts:96

Add a named child entity. Auto-adds to parent’s scene if not already in one.

string

Entity

void


optional afterRestore(data, resolve): void

Defined in: Entity.ts:352

Called after components are restored during save/load. Rebuild non-serializable state here.

unknown

SnapshotResolver

void


destroy(): void

Defined in: Entity.ts:297

Mark for deferred destruction. Actual cleanup happens at end of frame.

void


emit(token): void

Defined in: Entity.ts:275

Emit a typed event on this entity. Bubbles to the scene.

EventToken<void>

void

emit<T>(token, data): void

Defined in: Entity.ts:276

Emit a typed event on this entity. Bubbles to the scene.

T

EventToken<T>

T

void


get<C>(cls): C

Defined in: Entity.ts:228

Get a component by class. Throws if not found.

C extends Component

ComponentClass<C>

C


getAll(): Iterable<Component>

Defined in: Entity.ts:292

Get all components as an iterable.

Iterable<Component>


getChild(name): Entity

Defined in: Entity.ts:199

Get a child by name. Throws if not found.

string

Entity


has(cls): boolean

Defined in: Entity.ts:244

Check if entity has a component of the given class.

ComponentClass

boolean


hasTrait<T>(token): this is Entity & T

Defined in: Entity.ts:355

Check if this entity’s class implements a given trait. Acts as a type guard.

T

TraitToken<T>

this is Entity & T


on<T>(token, handler): () => void

Defined in: Entity.ts:260

Subscribe to a typed event on this entity. Returns an unsubscribe function.

T

EventToken<T>

(data) => void

() => void


remove(cls): void

Defined in: Entity.ts:249

Remove a component by class.

ComponentClass

void


removeChild(name): Entity

Defined in: Entity.ts:184

Remove a named child. Returns the detached entity.

string

Entity


optional serialize(): unknown

Defined in: Entity.ts:349

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

unknown


optional setup(params): void

Defined in: Entity.ts:346

Optional setup method. Called by scene.spawn(Class, params) after the entity is wired to its scene, so components can access services. Override in subclasses — do NOT use the constructor for component setup.

unknown

void


spawnChild(name): Entity

Defined in: Entity.ts:138

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

string

Entity

spawnChild<E>(name, Class): E

Defined in: Entity.ts:139

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

E extends Entity

string

() => E

E

spawnChild<E, P>(name, Class, params): E

Defined in: Entity.ts:140

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

E extends Entity

P

string

() => E & object

P

E

spawnChild<P>(name, blueprint, params): Entity

Defined in: Entity.ts:145

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

P

string

Blueprint<P>

P

Entity

spawnChild(name, blueprint): Entity

Defined in: Entity.ts:151

Spawn a new entity in this entity’s scene and add it as a named child. Combines scene.spawn(...) + this.addChild(name, ...) in one call — the idiomatic way to compose entity trees (logical root + visual body

  • UI sibling + …).

Mirrors the overload shape of Scene.spawn: pass an Entity subclass (with optional setup params), a Blueprint, or omit for an anonymous base Entity.

this.spawnChild("body", EnemyBody, { color: 0xff6b6b });
this.spawnChild("hp", EnemyHealthBar);

string

Blueprint<void>

Entity


tryGet<C>(cls): C | undefined

Defined in: Entity.ts:239

Get a component by class, or undefined if not found.

C extends Component

ComponentClass<C>

C | undefined


tryGetChild(name): Entity | undefined

Defined in: Entity.ts:208

Get a child by name, or undefined if not found.

string

Entity | undefined