core/game_event_bus library

Classes

GameEvent
Base type for every event flowing through a GameEventBus. Extend this to add a new gameplay event — the bus itself never needs to change. Deliberately a plain abstract class, not sealed: a sealed hierarchy must live entirely inside this package, but a consuming game needs to define its own event subtypes (e.g. EntityDefeated, LevelCompleted) outside it.
GameEventBus
Lightweight typed pub/sub bus bridging gameplay events (fired from a Flame Component/game loop) to business-logic services (EconomyWallet, AchievementService, AnalyticsProvider, ...) that want to react to them — without every new event type requiring a manual wire-up at each interested service.