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 game scenes.
////// A scene encapsulates a self-contained portion of the game world,
/// managing its own game objects, resources, and update logic.
pubtraitScene{/// Called once when this scene becomes the active scene.
fnon_enter(&mutself);/// Called once when this scene is being replaced or removed.
fnon_exit(&mutself);/// Called every fixed timestep to update game logic.
////// # Arguments
////// - `f64` - The delta time in seconds.
fnon_update(&mutself, delta_time:f64);/// Called every render frame to draw the scene.
////// # Arguments
////// - `&CanvasRenderingContext2d` - The canvas rendering context.
fnon_render(&self, context:&CanvasRenderingContext2d);/// Returns the name of this scene for identification.
////// # Returns
////// - `&str` - The scene name.
fnname(&self)->&str;}