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

Entity

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 seconds of game time.
hasEvents<T>() → RunCondition
Passes while the event channel for T has buffered events.
hasResource<T extends Object>() → RunCondition
Passes while a resource of type T is registered.
inState<S extends Object>(S value) → RunCondition
A run condition that passes while the state machine for S is at value.
not(RunCondition condition) → RunCondition
A condition that passes when condition does 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.