A high-performance 2D game engine built on the euv framework, featuring ECS, fixed-timestep game loop, canvas rendering, physics, collision detection, sprite animation, and audio.
usecrate::*;/// The base trait for all entity components.
////// Components encapsulate behavior that can be attached to an `Entity`.
/// The engine calls lifecycle methods at appropriate times during the scheduler loop.
pubtraitComponent{/// Called once when the component is first added to an active entity
/// in a scene.
fnon_start(&mutself);/// Called every fixed timestep with the elapsed time since the last update.
////// # Arguments
////// - `f64` - The delta time in seconds.
fnon_update(&mutself, delta_time:f64);/// Called every render frame to draw the component onto the canvas.
////// # Arguments
////// - `&CanvasRenderingContext2d` - The canvas 2D rendering context.
/// - `&Transform2D` - The world-space transform of the owning entity.
fnon_render(&self, context:&CanvasRenderingContext2d, transform:&Transform2D);/// Called once when the component is being removed or the entity is destroyed.
fnon_destroy(&mutself);/// Returns the name of this component type for debugging and identification.
////// # Returns
////// - `&str` - The component name.
fnname(&self)->&str;}