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.

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

A handle to a living object in a Scene

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 data struct which may be added to an Entity

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.

Type Definitions