All Classes and Interfaces

Class
Description
 
Immutable clip semantics owned by an AnimationDef.
 
 
 
Authored animation input.
Read-only authored animation metadata.
High-level sprite clip animation controls for one entity.
Animation handle bound to one entity incarnation and Runtime World.
SUPPORTED_EXPERT project-scoped index of validated animation definitions.
Factory and facade access API for sprite animations.
 
Updates animated sprite UVs using pre-indexed atlas frame groups.
Logical sprite asset reference shared by studio and runtime.
Read-only handle to an asset region resolved from the current scene atlas.
Lookup API for assets exported into the current scene atlas.
Complete, load-time binding for one Pixscape asset in an atlas.
Immutable lookup index for the Pixscape assets of one loaded atlas.
Immutable render metadata for the first region of an indexed atlas asset.
SUPPORTED_EXPERT scene-atlas publication, indexed lookup, and texture-array service.
 
Runtime implementation detail.
 
 
Supported blend modes for sprite and tile rendering passes.
SUPPORTED_EXPERT synchronization boundary from authored physics ECS state to native Box2D state.
SUPPORTED_EXPERT owner/coordinator for one derived native Box2D World.
Color helpers for 0..1 <-> int, aligned with LibGDX rgba8888 conventions.
Compiled Box2D-compatible product with no persistent fixture identity.
SUPPORTED_EXPERT immutable-by-contract primitive-array geometry compiled from one authored Spatial V3 structure.
Compile-time diagnostics kept outside the hot face arrays.
Flat, immutable-by-contract face arrays exposed through allocation-free indexed reads.
 
 
 
 
Explicit dirty flush at end of frame, to remove dependency on implicit ordering.
Dirty tracker outside components (per bit) + GEOMETRY submask packed in bitsByEntity[e].
 
 
Fluent builder transform/geometry submask.
Runtime implementation detail.
SUPPORTED_EXPERT borrowed dense render state for dynamic ECS entities.
SUPPORTED_EXPERT ECS access escape hatch.
High-level entity identity access.
 
Entity handle that bridges stableId identity and runtime ECS access.
Thin, LibGDX-backed driver for Pixscape file and resource availability.
SUPPORTED_EXPERT engine-owned frame-local queue containing draw-ready render data.
 
Submask GEOMETRY (logical granularity).
 
SUPPORTED_EXPERT World-scoped identity index and stable-ID allocator.
Runtime implementation detail.
 
 
 
Builds LayerStateSOA from layer entities.
SUPPORTED_EXPERT borrowed derived layer state indexed by layer index.
Read-only light component presence checks for one entity.
 
SUPPORTED_EXPERT data-oriented Pixscape submission batch; this is not a LibGDX immediate-mode Batch API.
Indicates that a particle image is absent from the currently published atlas.
Multi-texture batch (ES2/desktop-friendly): - no sampler2DArray, bind N textures on N units (u_textures[i]) - each vertex carries a_texIndex (=unit index) - if we exceed available unit count, flush then rebind
 
 
AABB tests and culling/picking utilities.
 
Computes display-space offsetX/offsetY for each renderable entity, based on editor camera position and layer parallax.
 
SUPPORTED_EXPERT LibGDX-compatible 2D particle effect fork.
Authoritative normalization and resolution for Runtime particle effect files.
SUPPORTED_EXPERT pool for copies of one ParticleEffect template.
SUPPORTED_EXPERT LibGDX-compatible emitter used by standalone effects and Pixscape Runtime/Studio extraction.
 
 
 
 
 
 
 
 
 
 
 
Describes a particle emitter based on a LibGDX .p file.
High-level particle emitter controls for one entity.
Optional overrides applied to the emitter at render time.
Particle handle bound to one entity incarnation and Runtime World.
Owns scene particle templates and pools shared by loading and frame synchronization.
Spawns particle emitters from resources prepared by scene Runtime Availability.
HIGH_LEVEL Runtime physics queries and coordinate conversion, plus borrowed access to native Box2D objects for operations that do not need a Pixscape-specific abstraction.
Atomically compiles every enabled logical shape of one body.
Serializable definition of the Box2D body.
Runtime implementation detail.
Passive, disposable live-world cache compiled from PhysicsShapesComponent.
 
Distance joint (b2DistanceJointDef).
Transient logical provenance attached to a native Box2D fixture.
 
Gear joint : references 2 existing joints.
Persistent authored geometry for one manual physics shape.
Common component for all joints (ECS equivalent of common b2JointDef fields).
 
 
 
 
 
Revolute joint (b2RevoluteJointDef).
Runtime-only: must NOT be exported.
Runtime cache: joint Box2D created by the sync system.
SUPPORTED_EXPERT authored-physics service shared by Runtime and Studio tooling.
 
Pure physics shape compiler independent of ECS and native Box2D.
Persistent business source for one logical physics shape.
The single allocation authority for scene-scoped physicsShapeId values.
Pure validation of the scene-wide persisted physics-shape identity domain.
Persistent scene-scoped storage used by the physics shape ID allocator.
Pure authored-to-resolved physics shape mapping.
Persistent ordered source collection for a body's logical physics shapes.
Cross-domain integration boundary from compiled physics data to the Runtime spatial cache.
 
Cross-domain integration boundary from compiled physics caches to spatial Runtime footprints.
Validates explicit Spatial footprint ownership within one physics body.
 
 
High-level API entry point for runtime code.
Runtime implementation detail.
Primary HIGH_LEVEL Runtime lifecycle and gameplay entry point.
 
 
 
 
 
 
 
Transient convex polygon part produced by the shared polygon compiler.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Runtime API for spawning exported prefab fragments into the currently loaded scene.
Complete, validated fixture-cache candidate produced by PhysicsBodyCompiler.
Runtime implementation detail.
 
 
Runtime implementation detail.
Copies finalized draw-list source slots into draw-ready frame queue data.
 
Stores shader and blend properties used to render an entity.
Runtime layer placement and local z-order controls for one entity.
SOA version of particles: updates ParticleEffect and injects each active particle Sprite into VfxRenderState.
 
 
 
Trie drawList par sortKey de chaque source render.
 
Sync dense dynamic ECS render state only on "dirty" entities via DirtyTrackerSystem.
SUPPORTED_EXPERT mutable rendering diagnostics for the current frame.
SUPPORTED_EXPERT mutable rolling frame-stat accumulator.
 
 
Transient, fully resolved input to PhysicsShapeCompiler.
SUPPORTED_EXPERT mutable schema for an exported project.json.
 
 
Runtime implementation detail.
Runtime project I/O (pixscape-project/project.json).
Runtime implementation detail.
 
 
 
 
Small staged plan for the exact file/resource needs of one selected scene.
 
HIGH_LEVEL handle that drives one progressive scene load through READY.
Artemis entity-state barrier used during loading without invoking gameplay systems.
HIGH_LEVEL phases reported by a progressive scene load.
SUPPORTED_EXPERT mutable exported-scene metadata schema.
 
Shader assignment and float uniform access for v1.
 
Render mode targeted by custom shader.
 
Shader parameters per entity.
SUPPORTED_EXPERT process-wide shader lookup and project shader lifecycle boundary.
 
Lightweight GLSL source preprocessor.
 
 
 
 
 
 
Runtime spatial render-order API.
 
 
 
 
 
 
 
Passive authored rectangular walls owned by a tiled layer entity.
 
 
Reduces exact-anchor intents and resolves stable actor insertion intervals jointly.
Runtime-owned, transactionally published compilation of every Spatial V3 structure in one layer.
Raised when exact Spatial V3 anchor constraints leave one or more actors with no valid bucket.
Spatial render-order settings for one runtime entity.
Resolves each canonical layer-local tile anchor once against one immutable frame snapshot.
Allocation-free, pure actor-versus-projected-face relation solver.
 
 
 
Mutable runtime caches owned by one tiled-layer entity.
Stable runtime-cache ownership shared by tiled synchronization and actor composition.
Shared sign convention for a projected lower edge and a witness point.
SUPPORTED_EXPERT caller-owned mutable result of one Spatial occlusion query.
 
Passive Runtime cache of the spatial footprint projected from a compiled physics body.
Flat projected actor-occluder faces and canonical layer-local tile anchors.
SUPPORTED_EXPERT geometry and relation queries over caller-supplied Spatial data.
 
 
 
 
SUPPORTED_EXPERT strict compiler for deterministic exposed faces of one authored Spatial V3 structure.
Runtime-owned canonical rank lookup for one spatial tiled layer.
Compiles actor-independent lower-edge constraints into one canonical tile rank per occupied cell.
Rejects Spatial V3 geometry that cannot be represented by one static tile order.
Reports an occupied Spatial tiled-layer cell without its required canonical rank.
SUPPORTED_EXPERT mutable value describing a world-space footprint and vertical span.
Allocation-free primitive geometry and validation rules for authored rectangular walls.
Mutable caller-owned output for continuous exclusive footprint bounds.
 
Mutable caller-owned output for pairwise junction classification and bounds.
 
Mutable caller-owned output for the strict integer linked-cell rectangle.
 
High-level sprite/material access for one entity.
Sprite handle bound to one entity incarnation and Runtime World.
Factory API for runtime sprite entities.
 
 
 
SUPPORTED_EXPERT World-scoped index from normalized tags to entity IDs.
Batch based on a single TextureArray (sampler2DArray in shader).
Internal one-shot texture-array upload boundary for prepared CPU Pixmaps.
Runtime only: resolved UV/sizes (not serialized).
 
Per-cell playback control for animated tiles in one tiled layer.
 
 
Read-only animated tile definition view.
 
 
Default runtime registry for animated tile definitions.
 
 
 
 
 
Global animated tile definition registry.
 
High-level API for runtime tiled layers.
 
Handle to one tiled layer entity incarnation in one Runtime World.
Runtime tiled map/layer properties and coordinate conversion helpers.
 
Runtime implementation detail.
Spatial render-order settings for one tiled layer.
Logical tile editing operations for one tiled layer.
 
 
 
 
 
High-level transform access for one entity.
Recompute world geometry (axes/oriented bounds/AABB) ONLY for entities marked GEOMETRY dirty via DirtyTrackerSystem (outside components).
SUPPORTED_EXPERT borrowed frame-local SOA for particle/VFX draw data.
 
 
Runtime implementation detail.