ProcessComponent
Defined in: ProcessComponent.ts:22
A component that holds a set of processes on an entity.
Each process or slot is registered on one of two clocks (see
ProcessClock): "frame" processes are ticked by ProcessSystem every
rendered frame, "fixed" processes by ProcessFixedUpdateSystem once per
fixed step. The default is "frame". Both clocks share pause gating and
time scaling; they differ only in which dt advances them.
All processes are cancelled when the entity is destroyed.
Extends
Section titled “Extends”Constructors
Section titled “Constructors”Constructor
Section titled “Constructor”new ProcessComponent():
ProcessComponent
Returns
Section titled “Returns”ProcessComponent
Inherited from
Section titled “Inherited from”Properties
Section titled “Properties”entity
Section titled “entity”entity:
Entity
Defined in: Component.ts:22
Back-reference to the owning entity. Set by the engine when the component is added to an entity. Do not set manually.
Inherited from
Section titled “Inherited from”restorePriority?
Section titled “restorePriority?”
staticoptionalrestorePriority?:number
Defined in: Component.ts:345
Snapshot restore order. On load, an entity’s components are re-added in
ascending priority, so a component whose onAdd() reads a sibling can
rely on lower-priority siblings being present and initialized.
Undeclared = 100. Engine components reserve 0-99; game and addon
components declare a value only when a sibling onAdd() dependency
requires it. Equal priorities restore in save-time add order.
Subclasses inherit their base class’s priority unless they declare
their own.
Inherited from
Section titled “Inherited from”updatePriority?
Section titled “updatePriority?”
staticoptionalupdatePriority?:number
Defined in: Component.ts:361
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}Inherited from
Section titled “Inherited from”Accessors
Section titled “Accessors”context
Section titled “context”Get Signature
Section titled “Get Signature”get context():
EngineContext
Defined in: Component.ts:109
Access the EngineContext from the entity’s scene. Throws if the entity is not in a scene.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”Get Signature
Section titled “Get Signature”get count():
number
Defined in: ProcessComponent.ts:112
Number of active (non-completed) processes and slots across both clocks.
Returns
Section titled “Returns”number
effectiveEnabled
Section titled “effectiveEnabled”Get Signature
Section titled “Get Signature”get effectiveEnabled():
boolean
Defined in: Component.ts:56
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.
Returns
Section titled “Returns”boolean
Inherited from
Section titled “Inherited from”enabled
Section titled “enabled”Get Signature
Section titled “Get Signature”get enabled():
boolean
Defined in: Component.ts:40
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.
Returns
Section titled “Returns”boolean
Set Signature
Section titled “Set Signature”set enabled(
value):void
Defined in: Component.ts:44
Parameters
Section titled “Parameters”boolean
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Get Signature
Section titled “Get Signature”get scene():
Scene
Defined in: Component.ts:95
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.
Returns
Section titled “Returns”Inherited from
Section titled “Inherited from”updatePriority
Section titled “updatePriority”Get Signature
Section titled “Get Signature”get updatePriority():
number
Defined in: Component.ts:77
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 }}Returns
Section titled “Returns”number
Set Signature
Section titled “Set Signature”set updatePriority(
value):void
Defined in: Component.ts:85
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”KeyframeAnimator.updatePriority
Methods
Section titled “Methods”_applyEnabled()
Section titled “_applyEnabled()”_applyEnabled(
effective):void
Defined in: Component.ts:274
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.
Parameters
Section titled “Parameters”effective
Section titled “effective”boolean
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”_refreshEnabled()
Section titled “_refreshEnabled()”_refreshEnabled():
void
Defined in: Component.ts:263
Internal
Recompute effective enabled-ness from enabled and the entity’s
activeness, firing the hook on a flip.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”_runCleanups()
Section titled “_runCleanups()”_runCleanups():
void
Defined in: Component.ts:249
Internal
Run and clear all registered cleanups. Called by Entity.remove() and Entity._performDestroy() before onRemove/onDestroy.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”_tick()
Section titled “_tick()”_tick(
dt,scene?,clock?):void
Defined in: ProcessComponent.ts:134
Internal
Advance all processes and slots on clock by dt seconds and remove
completed one-offs, via the same tickProcessGuarded path
ProcessSystem uses for its pools.
— called by ProcessSystem ("frame") and
ProcessFixedUpdateSystem ("fixed")
Parameters
Section titled “Parameters”number
scene?
Section titled “scene?”string
clock?
Section titled “clock?”ProcessClock = "frame"
Returns
Section titled “Returns”void
addCleanup()
Section titled “addCleanup()”
protectedaddCleanup(fn):void
Defined in: Component.ts:239
Register a cleanup function to run when this component is removed or destroyed.
Parameters
Section titled “Parameters”() => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”afterRestore()?
Section titled “afterRestore()?”
optionalafterRestore(data,resolve):void
Defined in: Component.ts:367
Called after onAdd() during save/load restoration. Apply state that depends on onAdd() having run.
Parameters
Section titled “Parameters”unknown
resolve
Section titled “resolve”Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”cancel()
Section titled “cancel()”cancel(
tag?):void
Defined in: ProcessComponent.ts:90
Cancel all processes and slots on both clocks, or only those matching a tag.
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
fixedUpdate()?
Section titled “fixedUpdate()?”
optionalfixedUpdate(dt):void
Defined in: Component.ts:333
Called every fixed timestep by the built-in ComponentUpdateSystem.
Parameters
Section titled “Parameters”number
Fixed timestep in seconds, scaled by scene and entity timeScale.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”listen()
Section titled “listen()”
protectedlisten<T>(entity,token,handler):void
Defined in: Component.ts:216
Subscribe to events on any entity, auto-unsubscribe on removal.
Type Parameters
Section titled “Type Parameters”T
Parameters
Section titled “Parameters”entity
Section titled “entity”EventToken<T>
handler
Section titled “handler”(data) => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”listenScene()
Section titled “listenScene()”
protectedlistenScene<T>(token,handler):void
Defined in: Component.ts:230
Subscribe to scene-level events, auto-unsubscribe on removal. Handlers
fire for bubbled entity events (entity = source) and scene.emit
events (entity = undefined).
Type Parameters
Section titled “Type Parameters”T
Parameters
Section titled “Parameters”EventToken<T>
handler
Section titled “handler”(data, entity?) => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”onAdd()?
Section titled “onAdd()?”
optionalonAdd():void
Defined in: Component.ts:296
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.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”onDestroy()
Section titled “onDestroy()”onDestroy():
void
Defined in: ProcessComponent.ts:171
Cancel all processes and slots on entity destroy.
Returns
Section titled “Returns”void
Overrides
Section titled “Overrides”onDisable()?
Section titled “onDisable()?”
optionalonDisable():void
Defined in: Component.ts:315
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.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”onEnable()?
Section titled “onEnable()?”
optionalonEnable():void
Defined in: Component.ts:306
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.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”onRemove()?
Section titled “onRemove()?”
optionalonRemove():void
Defined in: Component.ts:318
Called when the component is removed from an entity.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”removeSlot()
Section titled “removeSlot()”removeSlot(
slot):boolean
Defined in: ProcessComponent.ts:81
Stop managing a slot, cancelling it first when active.
Parameters
Section titled “Parameters”Returns
Section titled “Returns”boolean
run(
process,options?):Process
Defined in: ProcessComponent.ts:51
Run a one-off process (tween, sequence, delay).
Optionally apply tags for cancel-by-tag, and pick the clock that
advances it (default "frame"; see ProcessClock). Re-running a
process that is already scheduled here is a no-op that keeps its
original clock.
Parameters
Section titled “Parameters”process
Section titled “process”options?
Section titled “options?”clock?
Section titled “clock?”string[]
Returns
Section titled “Returns”serialize()
Section titled “serialize()”serialize():
null
Defined in: ProcessComponent.ts:175
Return a JSON-serializable snapshot of this component’s state. Used by the save system.
Returns
Section titled “Returns”null
Overrides
Section titled “Overrides”service()
Section titled “service()”
protectedservice<T>(key):T
Defined in: Component.ts:172
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.
Type Parameters
Section titled “Type Parameters”T extends object
Parameters
Section titled “Parameters”ServiceKey<T>
Returns
Section titled “Returns”T
Inherited from
Section titled “Inherited from”sibling()
Section titled “sibling()”
protectedsibling<C>(cls):C
Defined in: Component.ts:197
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.
Type Parameters
Section titled “Type Parameters”C extends Component
Parameters
Section titled “Parameters”Returns
Section titled “Returns”C
Inherited from
Section titled “Inherited from”slot()
Section titled “slot()”slot(
config?):ProcessSlot
Defined in: ProcessComponent.ts:73
Create a reusable, restartable process slot. config.clock picks the clock (default "frame").
Parameters
Section titled “Parameters”config?
Section titled “config?”Returns
Section titled “Returns”update()?
Section titled “update()?”
optionalupdate(dt):void
Defined in: Component.ts:327
Called every frame by the built-in ComponentUpdateSystem.
Parameters
Section titled “Parameters”number
Frame delta in seconds, scaled by scene and entity timeScale.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”
protecteduse<T>(key):T
Defined in: Component.ts:120
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.
Type Parameters
Section titled “Type Parameters”T
Parameters
Section titled “Parameters”ServiceKey<T>
Returns
Section titled “Returns”T