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SpriteComponent

Defined in: renderer/src/SpriteComponent.ts:31

Component that displays a PixiJS Sprite.

new SpriteComponent(options): SpriteComponent

Defined in: renderer/src/SpriteComponent.ts:35

SpriteComponentOptions

SpriteComponent

VisualComponent.constructor

entity: Entity

Defined in: core/dist/index.d.ts:2716

Back-reference to the owning entity. Set by the engine when the component is added to an entity. Do not set manually.

VisualComponent.entity


readonly fx: EffectsHost

Defined in: renderer/src/VisualComponent.ts:130

Component-scope effects host. .fx.addEffect(...) attaches a filter to this component’s render object; the effect is torn down automatically when the entity or component is destroyed. .fx.findEffect(definition) recovers the handle for the first matching effect after save/load.

VisualComponent.fx


readonly layerName: string

Defined in: renderer/src/VisualComponent.ts:123

VisualComponent.layerName


readonly sprite: Sprite

Defined in: renderer/src/SpriteComponent.ts:32


static restorePriority: number = 30

Defined in: renderer/src/VisualComponent.ts:119

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.

VisualComponent.restorePriority


static optional updatePriority?: number

Defined in: core/dist/index.d.ts:2889

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
}

VisualComponent.updatePriority

get alpha(): number

Defined in: renderer/src/VisualComponent.ts:188

Get the container’s alpha (opacity).

number

set alpha(alpha): void

Defined in: renderer/src/VisualComponent.ts:183

Set the container’s alpha (opacity).

number

void

VisualComponent.alpha


get blendMode(): BLEND_MODES

Defined in: renderer/src/VisualComponent.ts:198

Get the container’s blend mode.

BLEND_MODES

set blendMode(mode): void

Defined in: renderer/src/VisualComponent.ts:193

Set how the container combines with what is drawn beneath it.

BLEND_MODES

void

VisualComponent.blendMode


get context(): EngineContext

Defined in: core/dist/index.d.ts:2770

Access the EngineContext from the entity’s scene. Throws if the entity is not in a scene.

EngineContext

VisualComponent.context


get effectiveEnabled(): boolean

Defined in: core/dist/index.d.ts:2740

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

VisualComponent.effectiveEnabled


get enabled(): boolean

Defined in: core/dist/index.d.ts:2732

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:2733

boolean

void

AnimationController.enabled


get mask(): MaskHandle | undefined

Defined in: renderer/src/VisualComponent.ts:280

The currently attached mask handle, if any. Useful after save/load to recover a handle whose caller-side reference went stale.

MaskHandle | undefined

VisualComponent.mask


get renderObject(): Sprite

Defined in: renderer/src/SpriteComponent.ts:50

The underlying Pixi display object.

Sprite

The underlying Pixi display object.

VisualComponent.renderObject


get scene(): Scene

Defined in: core/dist/index.d.ts:2765

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

VisualComponent.scene


get tint(): number

Defined in: renderer/src/VisualComponent.ts:178

Get the container’s tint color.

number

set tint(color): void

Defined in: renderer/src/VisualComponent.ts:173

Set the container’s tint color.

ColorSource

void

VisualComponent.tint


get updatePriority(): number

Defined in: core/dist/index.d.ts:2758

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:2759

number

void

VisualComponent.updatePriority


get visible(): boolean

Defined in: renderer/src/VisualComponent.ts:212

Get the requested visibility, whatever the entity’s activeness.

boolean

set visible(value): void

Defined in: renderer/src/VisualComponent.ts:206

Set the container’s visibility. Written while the entity is dormant, it is remembered and applied when the entity is activated.

boolean

void

VisualComponent.visible

_applyEnabled(effective): void

Defined in: core/dist/index.d.ts:2824

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

VisualComponent._applyEnabled


_refreshEnabled(): void

Defined in: core/dist/index.d.ts:2817

Internal

Recompute effective enabled-ness from enabled and the entity’s activeness, firing the hook on a flip.

void

VisualComponent._refreshEnabled


_runCleanups(): void

Defined in: core/dist/index.d.ts:2811

Internal

Run and clear all registered cleanups. Called by Entity.remove() and Entity._performDestroy() before onRemove/onDestroy.

void

VisualComponent._runCleanups


protected addCleanup(fn): void

Defined in: core/dist/index.d.ts:2805

Register a cleanup function to run when this component is removed or destroyed.

() => void

void

VisualComponent.addCleanup


afterRestore(data): void

Defined in: renderer/src/SpriteComponent.ts:71

Restore effects and mask after the sprite is parented in the scene tree.

SpriteData

void

VisualComponent.afterRestore


protected applyVisualOptions(options): void

Defined in: renderer/src/VisualComponent.ts:156

Apply the shared visible/tint/alpha/interactive options to renderObject. Call once from the subclass constructor, after the concrete Pixi object is created.

VisualComponentOptions

void

VisualComponent.applyVisualOptions


clearMask(): void

Defined in: renderer/src/VisualComponent.ts:271

Detach and destroy the current mask, if any.

void

VisualComponent.clearMask


protected destroyOptions(): DestroyOptions | undefined

Defined in: renderer/src/VisualComponent.ts:328

Pixi destroy options passed to renderObject.destroy(). Default: undefined (Pixi’s own defaults). Override for a component whose destroy must cascade to children (SplitText’s per-segment display objects).

DestroyOptions | undefined

VisualComponent.destroyOptions


optional fixedUpdate(dt): void

Defined in: core/dist/index.d.ts:2863

Called every fixed timestep by the built-in ComponentUpdateSystem.

number

Fixed timestep in seconds, scaled by scene and entity timeScale.

void

VisualComponent.fixedUpdate


inspectRender(): object

Defined in: renderer/src/VisualComponent.ts:290

Derived render facet for the Inspector — world-space bounds and the component’s own (local, non-inherited) visible flag, computed on demand from the live render object. Not part of serialize(); see computeRenderFacet for the bounds coordinate space.

bounds: { height: number; width: number; x: number; y: number; } | null

Axis-aligned bounding box of the component’s geometry, in world space (the same coordinate space the Inspector reports for entity.transform — pixels, before camera/viewport projection). Measured from the geometry itself, so a sized-but-hidden object still reports its real box; null means there is no measurable geometry at all (an empty Graphics, a zero-area object), NOT that the object is hidden. Read RenderFacetSnapshot.visible for the hidden/shown state.

visible: boolean

The component’s own (local, non-inherited) visibility flag at snapshot time. A hidden ancestor (e.g. a parent/layer container set invisible) is NOT folded in — read the relevant parent separately if you need the fully resolved on-screen state.

VisualComponent.inspectRender


protected listen<T>(entity, token, handler): void

Defined in: core/dist/index.d.ts:2797

Subscribe to events on any entity, auto-unsubscribe on removal.

T

Entity

EventToken<T>

(data) => void

void

VisualComponent.listen


protected listenScene<T>(token, handler): void

Defined in: core/dist/index.d.ts:2803

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

VisualComponent.listenScene


onAdd(): void

Defined in: renderer/src/VisualComponent.ts:294

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

VisualComponent.onAdd


onDestroy(): void

Defined in: renderer/src/VisualComponent.ts:314

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

void

VisualComponent.onDestroy


onDisable(): void

Defined in: renderer/src/VisualComponent.ts:310

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

VisualComponent.onDisable


onEnable(): void

Defined in: renderer/src/VisualComponent.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.

void

VisualComponent.onEnable


optional onRemove(): void

Defined in: core/dist/index.d.ts:2851

Called when the component is removed from an entity.

void

VisualComponent.onRemove


protected restoreVisual(data): void

Defined in: renderer/src/VisualComponent.ts:245

Restore effects and mask from a snapshot’s shared fields. Call from the subclass’s afterRestore, after the render object is parented.

Pick<VisualComponentData, "effects" | "mask">

void

VisualComponent.restoreVisual


serialize(): SpriteData

Defined in: renderer/src/SpriteComponent.ts:62

Serialise to a plain object for save/load.

SpriteData

VisualComponent.serialize


protected serializeVisual(): VisualComponentData

Defined in: renderer/src/VisualComponent.ts:221

Serialise the shared layer/visible/tint/alpha/blendMode/interactive/ effects/mask fields. Subclasses spread this into their own Data object alongside their own-specific fields (texture key, text, anchor, …).

VisualComponentData

VisualComponent.serializeVisual


protected service<T>(key): T

Defined in: core/dist/index.d.ts:2787

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

VisualComponent.service


setMask(factory): MaskHandle

Defined in: renderer/src/VisualComponent.ts:264

Attach a mask to this component’s render object, replacing any existing mask. Returns a handle for inverse toggling, redraw (graphicsMask), or removal. The mask is torn down automatically when the component is destroyed.

MaskFactory

MaskHandle

VisualComponent.setMask


setTexture(texture): void

Defined in: renderer/src/SpriteComponent.ts:55

Replace the sprite’s texture.

TextureRef

void


protected sibling<C>(cls): C

Defined in: core/dist/index.d.ts:2795

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.

C extends Component

ComponentClass<C>

C

VisualComponent.sibling


optional update(dt): void

Defined in: core/dist/index.d.ts:2858

Called every frame by the built-in ComponentUpdateSystem.

number

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

void

VisualComponent.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:2778

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

VisualComponent.use


static fromSnapshot(data): SpriteComponent

Defined in: renderer/src/SpriteComponent.ts:76

Create a SpriteComponent from a serialised snapshot.

SpriteData

SpriteComponent