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LightSource

Defined in: lighting/src/LightSource.ts:48

A radial light centred on its entity’s Transform.worldPosition.

The radius and levelAt() contribution use world pixels. Transform scale does not resize the light; set radius when the gameplay radius changes.

size is the lamp itself rather than its reach: a lamp wider than a point is partly hidden behind a blocker’s edge, so its shadows carry a soft border that widens with the distance from the blocker. coneAngle narrows the light to a spotlight aimed along the entity’s world rotation, and coneSoftness fades its edge.

  • Component

new LightSource(options): LightSource

Defined in: lighting/src/LightSource.ts:63

LightSourceOptions

LightSource

Component.constructor

castShadows: boolean

Defined in: lighting/src/LightSource.ts:61

Whether occluders block this light. Set it to false for a light that shines through walls, such as a global fill or a UI highlight.


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 color(): number

Defined in: lighting/src/LightSource.ts:166

RGB tint used by renderers that support coloured light.

number

set color(value): void

Defined in: lighting/src/LightSource.ts:170

number

void


get coneAngle(): number

Defined in: lighting/src/LightSource.ts:140

Spotlight spread in radians, aimed along rotation. A whole turn is a light that shines in every direction.

number

set coneAngle(value): void

Defined in: lighting/src/LightSource.ts:144

number

void


get coneSoftness(): number

Defined in: lighting/src/LightSource.ts:155

Share of the cone’s spread the light fades across at its edge, from 0 to

  1. At 0 the cone ends on a line. A renderer that draws one hard edge draws it through the middle of the fade.

number

set coneSoftness(value): void

Defined in: lighting/src/LightSource.ts:159

number

void


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 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

Component.enabled


get intensity(): number

Defined in: lighting/src/LightSource.ts:111

Peak contribution at the light’s centre, from 0 to 1.

number

set intensity(value): void

Defined in: lighting/src/LightSource.ts:115

number

void


get position(): Vec2

Defined in: lighting/src/LightSource.ts:85

Current world-space centre.

Vec2


get radius(): number

Defined in: lighting/src/LightSource.ts:100

Radius in world pixels.

number

set radius(value): void

Defined in: lighting/src/LightSource.ts:104

number

void


get rotation(): number

Defined in: lighting/src/LightSource.ts:95

Current world rotation in radians, which aims coneAngle.

number


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 size(): number

Defined in: lighting/src/LightSource.ts:126

Lamp diameter in world pixels. A wider lamp gives a wider shadow border and dims a partly hidden point instead of switching it off; 0 is a point lamp with hard shadows.

number

set size(value): void

Defined in: lighting/src/LightSource.ts:130

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


_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


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


getPositionInto(out): Vec2Buffer

Defined in: lighting/src/LightSource.ts:90

Copy world coordinates into caller-owned scratch.

Vec2Buffer

Vec2Buffer


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


optional onAdd(): void

Defined in: core/dist/index.d.ts:4281

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

Component.onAdd


onDestroy(): void

Defined in: lighting/src/LightSource.ts:185

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

void

Component.onDestroy


onDisable(): void

Defined in: lighting/src/LightSource.ts:181

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


onEnable(): void

Defined in: lighting/src/LightSource.ts:176

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


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


optional update(dt): void

Defined in: core/dist/index.d.ts:4305

Called every frame by the built-in ComponentUpdateSystem.

number

Frame delta in seconds, scaled by scene and entity timeScale.

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

Coding agents: fetch https://yage.dev/llms.txt first and prefer the Markdown references it links over these HTML pages. This page's Markdown counterpart is /llms/packages/lighting.md.