scene_dash_v2_core library
Core ECS APIs.
Classes
- AppDiagnostics
- Opt-in diagnostics configuration for an App.
-
AxisInput<
T> -
Analog input values, keyed by axis type
T. -
ButtonInput<
T> -
Held button state, keyed by action type
T. -
ComponentHandle<
T extends Object> -
CurrentState<
S extends Object> -
The active value of the state machine for
S. - DespawnAfter
- Despawns an entity after remaining seconds.
- DespawnAfterSystem
- Advances all DespawnAfter timers.
- DespawnOnExit
- Despawns an entity when its state ends.
- Disposable
- A resource that needs cleanup.
- EntityRegistry
- Allocates and validates Entity handles.
- FixedTime
- Fixed-step timing, updated each fixed update before the physics step.
- FrameTime
- Per-frame timing, updated at the start of each rendered frame.
- GameBuilder
- Registers game features.
- GameClock
- The global gameplay clock for pause, slow motion, and hitstop.
- GameStopwatch
- Counts up without a target.
- GameTimer
- Counts up to a duration, reporting completion once or repeatedly.
-
InputBuffer<
T> - Keeps recent input actions in order.
- InputLatch
-
Machine<
S> - Stores the current state, time in state, and transition edges.
- Name
- A readable entity label.
-
NextState<
S extends Object> -
Where systems queue a transition for the state machine of
S. - ObserverRegistry
- Stores observers for one world.
- OnEnter
- The one-shot schedule run when the state machine transitions to value (including the initial value during App.start).
- OnExit
- The one-shot schedule run when the state machine transitions away from value.
- OwnedBy
- Despawns this entity when owner dies.
-
QueryView1<
A extends Object> - A query over one component type.
-
QueryView2<
A extends Object, B extends Object> - A query over two component types.
-
QueryView3<
A extends Object, B extends Object, C extends Object> - A query over three component types.
-
QueryView4<
A extends Object, B extends Object, C extends Object, D extends Object> - A query over four component types.
-
Repeat<
L extends Step< L> > - Re-enters child times times, or forever when times is null.
- Resources
- Stores one resource per type.
-
Routine<
L extends Step< L> > - Where one entity is in its plan.
- ScheduleLabel
- A stable identifier for a schedule (a named phase of the frame).
- Schedules
- Built in frame schedules.
-
Select<
L extends Step< L> > - Runs children until one succeeds. Fails when every child fails.
-
Sequence<
L extends Step< L> > - Runs children in order. Fails on the first child that fails.
- SpawnQueue
- Stores pending spawns for one world.
-
Step<
L extends Step< L> > - A node in a plan.
- SystemEntry
- One GameBuilder.addSystems entry; omit reads and writes to leave the system undeclared.
- SystemSet
- A named system phase.
- Tag
- A marker for presence-only components.
- TestGame
- Runs game logic without Flutter.
- World
- Stores entities, components, resources, and events.
Enums
- AccessConflictPolicy
-
How the app reacts to detected AccessConflicts during
start(). - ButtonEdge
- The transition a button crossed when its pressed state was updated.
- StepResult
- What a driver reports about the leaf it just ran.
Extension Types
Extensions
- RunConditionOps on RunCondition
- Short-circuiting composition of RunConditions.
- WorldDebugDescribe on World
- One-line entity descriptions for logs and assertion messages.
- WorldRecordQueries on World
- Record query methods for World.
- WorldSurface on World
Functions
-
every(
double seconds) → RunCondition -
Passes once every
secondsof game time. -
hasEvents<
T> () → RunCondition -
Passes while the event channel for
Thas buffered events. -
hasResource<
T extends Object> () → RunCondition -
Passes while a resource of type
Tis registered. -
inState<
S extends Object> (S value) → RunCondition -
A run condition that passes while the state machine for
Sis atvalue. -
not(
RunCondition condition) → RunCondition -
A condition that passes when
conditiondoes not.
Typedefs
-
ComponentObserver<
T> = void Function(World world, Entity entity, T component) - Runs after a component is added or removed.
- Feature = void Function(GameBuilder game)
- Registers one game feature.
- RunCondition = bool Function(World world)
- Decides whether a system runs.
- WorldSystem = void Function(World world)
- A system that updates the world.
Exceptions / Errors
- CleanupException
- Failures reported after all cleanup callbacks have been attempted. Original exceptions and stack traces are retained in disposal order.