[][src]Module keeshond::scene

Keeshond's very own ECS framework, and where all the action in your game takes place

Structs

ComponentControl

Allows working with ComponentStores from within systems.

ComponentIter
ComponentIterMut
ComponentStore

Stores all instances of a Component for a given type, indexed based on the Entities they belong to.

Entity

A handle to a living object in a Scene

NullSceneType
Scene

A world in which Entities, Components, and ThinkerSystems/DrawerSystems reside.

SceneControl
SpawnControl

Enums

SpawnArg

Traits

BaseScene

A base trait for scenes that can be run from within the gameloop

Component

A data struct which may be added to an Entity

DrawerSystem

A system that handles drawing logic every frame, typically giving Entities behaviors based on which Components they have. Mutable access to the Components is not permitted, as this could lead to behavior that is framerate-dependent.

SceneType

A trait containing information on how to instantiate spawnables in the scene, and which systems this scene should include.

ThinkerSystem

A system that runs game logic every frame, typically giving Entities behaviors based on which Components they have.

Type Definitions

SimpleScene
SimpleSceneControl