Package games.pixscape.runtime.api


package games.pixscape.runtime.api
  • Class
    Description
    Read-only authored animation metadata.
    High-level sprite clip animation controls for one entity.
    Animation handle bound to one entity incarnation and Runtime World.
    Factory and facade access API for sprite animations.
    Read-only handle to an asset region resolved from the current scene atlas.
    Lookup API for assets exported into the current scene atlas.
    SUPPORTED_EXPERT ECS access escape hatch.
    High-level entity identity access.
    Entity handle that bridges stableId identity and runtime ECS access.
    Read-only light component presence checks for one entity.
    High-level particle emitter controls for one entity.
    Particle handle bound to one entity incarnation and Runtime World.
    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.
    High-level API entry point for runtime code.
    Runtime implementation detail.
    Runtime API for spawning exported prefab fragments into the currently loaded scene.
    Runtime layer placement and local z-order controls for one entity.
    Shader assignment and float uniform access for v1.
    Runtime spatial render-order API.
    Spatial render-order settings for one runtime entity.
    High-level sprite/material access for one entity.
    Sprite handle bound to one entity incarnation and Runtime World.
    Factory API for runtime sprite entities.
    Per-cell playback control for animated tiles in one tiled layer.
    Read-only animated tile definition view.
    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.
    Spatial render-order settings for one tiled layer.
    Logical tile editing operations for one tiled layer.
    High-level transform access for one entity.