ash.core
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ComponentMatchingFamily | The default class for managing a NodeList. This class creates the NodeList and adds and removes nodes to/from the list as the entities and the components in the engine change. |
Engine | The Engine class is the central point for creating and managing your game state. Add entities and systems to the engine, and fetch families of nodes from the engine. |
Entity | An entity is composed from components. As such, it is essentially a collection object for components. Sometimes, the entities in a game will mirror the actual characters and objects in the game, but this is not necessary. |
EntityList | An internal class for a linked list of entities. Used inside the framework for managing the entities. |
IFamily | The interface for classes that are used to manage NodeLists (set as the familyClass property in the Engine object). Most developers don't need to use this since the default implementation is used by default and suits most needs. |
Node | The base class for a node. |
NodeList | A collection of nodes. |
NodePool | This internal class maintains a pool of deleted nodes for reuse by the framework. This reduces the overhead from object creation and garbage collection. |
SortFunction | |
System | The base class for a system. |
SystemList | Used internally, this is an ordered list of Systems for use by the engine update loop. |