Expand description
Keeshond’s very own ECS framework, and where all the action in your game takes place
Modules
Structs
Allows working with ComponentStores from within systems.
Bit field that indicates for which reasons, if any, a component is frozen
A world in which Entities, Components, and ThinkerSystems/DrawerSystems reside. You will normally only be working with this API if you are directly managing a Scene within a Scene. Usually you will be using SceneControl and ComponentControl instead.
Contains information about how to initialize the scene, such as which systems to use, and the singletons to create
Control for adding and removing Entities and Components while the scene is running.
Enums
Traits
A base trait for scenes that can be run from within the gameloop
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.
A trait containing information on how to instantiate spawnables in the scene, and which systems this scene should include.
An enum that identifies spawnables. It is recommended that you use the spawnables! macro to define this.
A system that runs game logic every frame, typically giving Entities behaviors based on which Components they have.