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.
usesuper::*;/// 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: Lifecycle {/// 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 render frame to record the scene's draw commands.
////// Instead of drawing immediately, the scene pushes `DrawCommand`s into the
/// provided `DrawList`; the engine replays the whole list once per frame in
/// a single batched pass.
////// # Arguments
////// - `&mut DrawList` - The draw list to record commands into.
fnon_render(&self, draw_list:&mut DrawList);/// Returns the name of this scene for identification.
////// # Returns
////// - `&str` - The scene name.
fnname(&self)->&str;}