All symbols A-Z
Alphabetical lookup for the full public API surface.
- class
AbstractAssetFactoryShared base class for all built-in AssetFactory implementations. Manages a pool of object URLs created during asset loading s…
- class
AbstractTextBase class for all text rendering nodes. Provides the common `text` property and the on-demand dirty protocol used by the ren…
- class
AlphaFadeOverLifetimeFades only the alpha channel over a particle's lifetime, leaving RGB untouched. Pair with a spawn-time tint or a separate `Co…
- class
AnimatedSpriteA Sprite that advances through a sequence of texture-frame Rectangles over time to produce frame-based animation. Multiple na…
- class
ApplicationTop-level engine instance. Owns the canvas, render backend, scene-stack controller, the app system registry (input, interacti…
- enum
ApplicationStatus - class
ApplyForceAdds a constant 2D acceleration to every live particle's velocity each frame. Use for gravity (`new ApplyForce(0, 980)`), win…
- class
ArcadeStickGamepadMappingMapping for generic arcade-stick controllers. Covers the standard 8-button + shoulder/trigger layout common to most fightstic…
- class
AsepriteFormatErrorThrown when an Aseprite JSON document does not match the expected shape. `source` is the URL of the file being parsed.
- class
AsepriteSheetParsed representation of an Aseprite JSON sprite sheet export. `AsepriteSheet.parse(data, texture)` converts the raw JSON doc…
- class
AttractToPointPulls every live particle toward a fixed point in the system's local coordinate space. Acceleration magnitude is `strength` (…
- class
AudioAnalyserLightweight visualisation analyser backed by a Web Audio AnalyserNode. Accepts any of: AudioBus, Voice, MediaStream, AudioNod…
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AudioBusHierarchical mixer node in the engine's audio routing graph. Each bus owns three Web Audio nodes (input gain, optional effect…
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AudioEffectAbstract base for all insertable audio effects in ExoJS. Each effect exposes stable inputNode and outputNode AudioNodes that…
- class
AudioGeneratorProcedural tone generator — produces audio from an `OscillatorNode` without any decoded asset. Good for prototyping, game-jam…
- class
AudioInputA live audio capture source — a microphone or WebRTC `MediaStream` obtained via `getUserMedia`. **Not a Playable**: you don't…
- class
AudioListenerSingleton observer position fed to the Web Audio panner nodes used by spatial sounds. Sets the listener orientation once at s…
- class
AudioManagerPer-Application owner of the audio mix: three pre-configured AudioBus instances (`master` ← `music` + `sound`), a single Audi…
- class
AudioStreamStreaming long-form audio backed by an `HTMLAudioElement` — background tracks, voice-over, **and internet radio** (same mecha…
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AutoWahEffectAuto-wah effect that uses an amplitude envelope follower to modulate a bandpass filter, creating the characteristic "wah" swe…
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BeatDetectorReal-time tempo + beat tracker. Splits work between the audio-rendering thread (an AudioWorklet that runs onset detection, te…
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BinaryAssetDispatch token for binary data loading. `loader.load(BinaryAsset, 'data.bin')` returns `Promise<ArrayBuffer>`.
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BinaryFactoryAssetFactory implementation that loads arbitrary binary files and exposes them as raw ArrayBuffer instances. Use this for any…
- class
BiquadEffectNative biquad filter effect backed by a single `BiquadFilterNode` — the most common audio-shaping need, covering `lowpass` /…
- class
BitCrusherEffectLo-fi bit-crusher effect implemented as a WorkletEffect. Applies two classic degradation stages in series: 1. **Bit-depth red…
- class
BitmapTextText node that renders from an offline-generated atlas — either a BMFont (AngelCode .fnt + .png) or an MSDF atlas (msdf-atlas…
- enum
BlendModesCompositing blend modes applied when drawing a Drawable over the current render target. Modes 0–4 are implemented as fixed-fu…
- class
BlurFilterBox-blur Filter implemented as multiple additive sprite passes. The blur is approximated by rendering the input texture `qual…
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BmFontA loaded BMFont asset: the parsed descriptor plus all page textures. Loaded by the built-in BMFont factory — no extra setup r…
- class
BmFontLoaderFactoryFactory that loads a BmFont bundle: parses the `.fnt` descriptor and loads all referenced page textures via the owning Loader…
- class
BoundingBoxesLayerDebug layer that draws a bounding-box outline around every visible RenderNode in the scene. Colours cycle by zIndex (HSL hue)…
- class
BoundsMutable axis-aligned bounding box accumulator. Starts as the empty bounds (`-Infinity..Infinity` reversed) and grows monotoni…
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BoxAreaRandom point inside an axis-aligned box. With `mode: 'edge'` the result lies on the perimeter (uniform along all four edges c…
- class
BoxShapeAxis-aligned box of `width × height` centred on the collider's local origin — a convenience over PolygonShape. The result is…
- enum
BufferTypesGPU buffer binding targets. Values are WebGL2 GLenum constants used when calling `gl.bindBuffer`.
- enum
BufferUsageHints describing expected buffer access pattern, allowing the driver to optimise allocation. Values are WebGL2 GLenum constan…
- class
BundleLoadErrorThrown by Loader.loadBundle when one or more assets in the bundle fail to load. The `failures` array contains every entry tha…
- class
BurstSpawnDiscrete-burst spawner. Fires at scheduled times with a fixed count per burst. Useful for explosions, hit-impacts, level-up e…
- class
ButtonClickable button with a rounded background, a centered label, hover/pressed visual states, and keyboard activation (Enter / S…
- class
CacheFirstStrategyCacheStrategy that checks every provided CacheStore before falling back to the network. On a cache hit the stored value is fe…
- class
CallbackRenderPassRuns a user callback as one pass. The callback receives a PassContext scoped to the active target: `pass.render(node)`, `pass…
- class
CapabilitiesFrozen snapshot of host-environment feature support: which renderer backends are available, which input modalities are presen…
- enum
ChannelOffsetBase offsets of each input category inside the unified channels buffer. Add a per-key/per-slot value to one of these to get a…
- enum
ChannelSizeSlot-count constants for the unified channels buffer. The buffer is split into three categories (`Keyboard`, `Pointers`, `Gam…
- class
ChorusEffectChorus effect using native WebAudio nodes (no worklet required). The signal splits into a dry path and a wet path. The wet pa…
- class
CircleMutable circle shape defined by a centre position and radius. Implements ShapeLike for use in the collision pipeline. For SAT…
- class
CircleAreaRandom point on or inside a circle of radius `radius`, centred at `(centerX, centerY)`. With `mode: 'edge'` the result lies e…
- class
CircleShapeA circle of the given `radius` centred on the collider's local origin. The cheapest shape for both broad- and narrow-phase.
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ClockHigh-precision wall-clock that accumulates elapsed time while running. Reads from performance.now via `getPreciseTime`. Use C…
- class
ColliderGeometry attached to a PhysicsBody: a Shape plus a body-local offset/rotation, material (friction/restitution/density) and a…
- enum
CollisionTypeDiscriminant tag carried by every Collidable so that intersection and collision routines can dispatch to the correct algorith…
- class
Color32-bit RGBA color value with channel-wise accessors. Red, green, and blue are integers in 0..255; alpha is a float in 0..1. O…
- class
ColorFilterA Filter that multiplies the input texture by a solid Color. Useful for tinting, fade-to-black/white, flash effects, and colo…
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ColorGradientPiecewise-linear color gradient sampled by lifetime ratio `t` in `[0, 1]`. Keyframes are stored sorted by `t`; sampling outsi…
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ColorOverLifetimePer-frame, per-particle color sampler. Each live particle's tint is set to the gradient evaluated at the particle's current `…
- class
ColorOverSpeedPer-frame, per-particle color sampler driven by velocity magnitude rather than lifetime ratio. Each live particle's tint is s…
- class
CompressorEffectDynamic-range compressor backed by a Web Audio `DynamicsCompressorNode`. Reduces the volume of loud signals above a threshold…
- class
ConeDirectionRandom unit vector inside a cone, scaled by a speed magnitude. The cone is centred on `directionAngle` (in radians, 0 = +X, π…
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ConstantDistribution that always returns the same value. Implements both Distribution and LifetimeFunction so it can stand in whereve…
- class
ContainerScene-graph node that owns child RenderNodes. Renders its subtree in document order with local `zIndex` ordering resolved ins…
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ConvolutionEffectConvolution effect that convolves the input signal with a user-supplied impulse response (IR). Unlike ReverbEffect, which gen…
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CsvAssetDispatch token for CSV loading. `loader.load(CsvAsset, 'table.csv')` returns `Promise<string[][]>`. Each inner array is one r…
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CsvFactoryAssetFactory implementation that loads CSV (and TSV) files and produces a two-dimensional array of strings. Parsing is RFC 41…
- class
CurvePiecewise-linear keyframe curve sampled by lifetime ratio `t` in `[0, 1]`. Keyframes are stored sorted by `t` and clamped at…
- class
DataTextureA 2D texture whose pixels live in a CPU-side typed array. Mutate the `buffer` directly and call commit to upload the whole ar…
- class
DeathModulePer-particle hook invoked exactly once when a particle expires, before its slot is recycled by the compaction pass. The dying…
- class
DebugLayerAbstract base for a single diagnostic overlay layer. Subclasses produce a visual (outlines, text panels, sparklines, etc.) th…
- class
DebugOverlayCanvas-native debug overlay. Instantiate AFTER Application is constructed: import { DebugOverlay } from '@codexo/exojs/debug'…
- class
DelayEffectEcho/delay effect using a Web Audio `DelayNode` with a feedback loop and dry/wet mix. The feedback path feeds the delayed sig…
- class
DisposalScopeOwnership container for Destroyable resources. Items registered with track are destroyed in reverse registration order when t…
- class
DistanceJointHolds the anchor points on two bodies at a target length along their connecting axis. With `hertz === 0` it is rigid; with `h…
- class
DistortionEffectDistortion effect built from native Web Audio nodes — no worklet required. The input signal is split into a dry path and a we…
- class
DragExponential velocity damping. Each frame multiplies every live particle's velocity by `(1 - drag * dt)`, simulating linear ai…
- class
DrawableBase class for every renderable scene object. Extends RenderNode with a per-object tint colour and blend mode. Concrete drawa…
- class
DuckingEffectSidechain compressor (ducker) implemented as an WorkletEffect. Attenuates the main audio signal whenever the `sidechain` Audi…
- class
EaseStandard Robert Penner easing functions as static methods. Each function accepts a normalized time `t` in [0, 1] and returns…
- class
EllipseMutable axis-aligned ellipse shape defined by a centre position and separate horizontal (`rx`) and vertical (`ry`) half-radii…
- class
EnvelopeADSR (Attack-Decay-Sustain-Release) envelope generator. Schedules a gain curve on a target `AudioParam`: attack: 0 → 1.0 (pea…
- class
EqualizerEffectThree-band equalizer (low shelf / peaking mid / high shelf) built from a series chain of `BiquadFilterNode` instances. Gain v…
- class
FilterAbstract base class for post-process filters applied to a drawable's render output. Filters are rendered into a temporary Ren…
- class
FlagsType-safe bitfield utility for managing sets of numeric enum flags. `T` should be a numeric const-enum or a type whose values…
- class
FlangerEffectFlanger effect using native WebAudio nodes (no worklet required). A flanger is a very short LFO-modulated delay (1–10 ms) wit…
- class
FocusManagerPer-Application keyboard-focus service. Tracks the single focused RenderNode, routes keyboard input from the InputManager to…
- class
FontAssetDispatch token for font loading. `loader.load(FontAsset, 'font.woff2', { family: 'MyFont' })` returns `Promise<FontFace>`.
- class
FontFactoryAssetFactory implementation that loads web-font binary data (WOFF, WOFF2, TTF, OTF) and produces a parsed FontFace. By defaul…
- class
GameCubeGamepadMappingMapping for Nintendo GameCube controllers (typically connected via a USB adapter such as the official Nintendo adapter for Wi…
- class
GamepadOne of four stable gamepad slots. Lives for the entire `Application` lifetime even when no physical pad is attached — a "mail…
- class
GamepadAxisSingle mappable analog axis on a physical gamepad. Holds the raw browser `Gamepad.axes[]` index, the canonical channel the va…
- class
GamepadButtonSingle mappable button on a physical gamepad. Holds the raw browser `Gamepad.buttons[]` index, the canonical channel the valu…
- class
GamepadMappingAbstract translation layer between the browser's raw Gamepad API indices and ExoJS-canonical channel buffers. Each concrete s…
- enum
GamepadMappingFamilyDiscriminant tag identifying which device family a GamepadMapping belongs to. Used to select the correct mapping at runtime w…
- class
GamepadPromptLayoutsStatic utility that drives in-game controller-prompt UI. Provides the canonical set of prompt controls, their normalised [x,…
- class
GenericDualAnalogGamepadMappingBaseline mapping for dual-analog controllers that follow the standard W3C Gamepad API layout (axes 0–3 for both sticks, axes…
- class
GeometryNon-renderable geometry data object used by advanced rendering paths. Geometry owns only vertex/index data and its layout met…
- class
GlyphAtlasA per-font-variant glyph atlas with automatic multi-page growth. In `'sdf'` mode (default) each atlas page is a single-channe…
- class
GradientCPU-rasterized gradient base. A Color-like paint value (not a Drawable): it owns a normalized list of color stops plus subcla…
- class
GranularEffectGranular synthesis filter — slices input into small Hann-windowed grains and replays them with randomized parameters. Use cas…
- class
GraphicsImmediate-mode 2D shape API backed by Mesh children. Each draw call (e.g. `drawCircle`, `drawRectangle`, `drawLine`) appends…
- class
HighpassFilterHigh-pass filter backed by a `BiquadFilterNode` in `highpass` mode. Attenuates frequencies below the cutoff and passes everyt…
- class
HitTestLayerDebug layer that draws outlines around interactive scene nodes. - Magenta: interactive but idle. - Yellow: currently hovered.…
- class
HTMLTextText node that renders arbitrary HTML+CSS into a canvas texture via an SVG `<foreignObject>` pass and displays the result as…
- class
ImageAssetDispatch token for image loading. `loader.load(ImageAsset, 'img.png')` returns `Promise<HTMLImageElement>`.
- class
ImageFactoryAssetFactory implementation that loads PNG, JPG, WebP, AVIF, and other browser-supported raster image formats and produces a…
- class
ImageLayerA data-only image layer: a single image (texture + resolved URL) placed as a background or foreground layer. Image layers are…
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IndexedDbDatabaseDatabase implementation backed by the browser's IndexedDB API. Each object store is created with a `keyPath` of `"name"`, so…
- class
IndexedDbKeyValueStoreKeyValueStore over IndexedDB (via IndexedDbStore), using the **structured-clone** algorithm. Unlike WebStorageStore, values a…
- class
IndexedDbStoreCacheStore implementation that persists processed asset data in an IndexedDB database via IndexedDbDatabase. Pass an instance…
- class
InputManagerOwns the unified input pipeline for an Application: keyboard events, pointer (mouse/touch/pen) events with multi-touch slot m…
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InteractionEventDOM-Event-shaped envelope dispatched by InteractionManager to interactive scene nodes. Bubbles up the parent chain — `target`…
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InteractionManagerRoutes pointer events from the InputManager to interactive scene-graph nodes via DOM-style event bubbling. Maintains a persis…
- class
IntervalA closed scalar interval `[min, max]` used by the SAT collision solver to represent the projection of a shape onto a separati…
- class
JointBase class for a two-body constraint solved alongside contacts in the sub-step loop. Concrete joints (distance, revolute, wel…
- class
JoyConLeftGamepadMappingMapping for the Nintendo Joy-Con (L) held horizontally as a solo controller. Declares only channels that physically exist on…
- class
JoyConRightGamepadMappingMapping for the Nintendo Joy-Con (R) held horizontally as a solo controller. Declares only channels that physically exist on…
- class
JsonDispatch token for generic JSON loading. `loader.load(Json, 'config.json')` returns `Promise<unknown>`. Narrow via generic: `…
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JsonFactoryAssetFactory implementation that parses JSON files and exposes them as plain JavaScript values. The parsed value is typed as…
- class
LabelText label widget. Wraps a Text node and keeps the widget's layout size in sync with the measured text, so it anchors and sta…
- class
LdtkMapA parsed LDtk world document: holds the raw JSON data and the converted runtime TileMap for each level. `LdtkMap` is the pars…
- class
LimiterEffectBrick-wall limiter backed by a Web Audio `DynamicsCompressorNode` configured for hard limiting: a fixed high ratio (~20), zer…
- class
LineMutable line segment defined by two endpoint positions. Implements ShapeLike for intersection tests against all shape types.…
- class
LinearGradientLinear gradient in UV space projected from `start` to `end`.
- class
LineSegmentRandom point on a line segment between `(x0, y0)` and `(x1, y1)`. Uniform parameter distribution: `t = Math.random()` then `l…
- class
LoaderCentral asset management hub for ExoJS applications. The `Loader` orchestrates fetching, processing, caching, and retrieval o…
- class
LoadingQueueAn awaitable, progress-aware load operation. Implements `PromiseLike<T>` so it can be `await`ed directly and composed with `P…
- class
Logger - enum
LogSeverity - class
LowpassFilterLow-pass filter backed by a `BiquadFilterNode` in `lowpass` mode. Attenuates frequencies above the cutoff and passes everythi…
- class
LutFilterA Filter that maps every pixel of the input through a Look-Up Table texture. Two storage modes: - **1D LUT** (`N×1`, default…
- class
MaterialDescribes the look of a renderable — shader, uniforms, textures, blend mode, and sampling state — independent of its geometry…
- class
MatrixMutable 3×3 row-major affine transformation matrix used throughout the rendering and physics pipeline. Layout (row, column):…
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MemoryStoreIn-memory KeyValueStore backed by a `Map`. Holds values **by reference** — no cloning, no serialization — so it accepts any v…
- class
MeshArbitrary 2D triangle-mesh primitive. `Mesh` lives alongside Sprite as a public Drawable: it has the same transform (position…
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MeshMaterialMaterial specialization for Mesh drawables. Carries the mesh contract conceptually: fixed vertex attribute locations (0 = pos…
- class
MouseJointSoftly pulls a single body's grab point toward a movable **target** point (typically the mouse cursor). The grab point is fix…
- class
MusicFactoryAssetFactory implementation that loads streaming audio assets (MP3, OGG, WAV, AAC, and other browser-supported formats) and p…
- class
ObjectLayerA data-only layer of TileMapObjects — spawn points, trigger zones, collision regions, markers. Object layers are not rendered…
- class
ObservableSizeA Size subclass that fires a callback whenever `width` or `height` changes. Used internally by layout-aware types to invalida…
- class
ObservableVectorAn AbstractVector subclass that notifies an owner whenever its components change. Used internally by Rectangle, `SceneNode`,…
- class
OrbitalForceApplies a tangential acceleration around a center point — perpendicular to the radial vector `(particle − center)`. Combined…
- class
PanelRectangular background container with rounded corners and an optional border. The base building block for HUD boxes, dialogs,…
- class
ParticleSystemThe central coordinator of the particle pipeline. `ParticleSystem` is a Drawable that owns: - **SoA particle storage** — one…
- class
PassContextPass-scoped DrawContext: the active render target and view for a CallbackRenderPass callback. `clear`/`render`/`renderTo` rou…
- class
PerformanceLayerDebug layer that renders a compact screen-space HUD (top-left) showing rolling-average FPS, per-frame time in milliseconds, d…
- class
PhaserEffectPhaser effect implemented with native Web Audio nodes (no worklet required). The wet signal passes through a cascade of allpa…
- class
PhysicsBindingA link between a PhysicsBody and a SceneNode. After each PhysicsWorld.step, the body's world position **and rotation** are wr…
- class
PhysicsBodyA rigid body: a world transform plus mass properties aggregated from its colliders. Dynamic bodies integrate under gravity, a…
- class
PhysicsWorldThe collision/query world: owns bodies, colliders, the detection backend, bindings, the query engine and the fixed-step accum…
- class
PingPongDelayEffectStereo ping-pong delay effect using two cross-fed DelayNodes that bounce the signal alternately between left and right channe…
- class
PitchShiftEffectReal-time pitch shifter (WorkletEffect) using SOLA — synchronized overlap-add. Each synthesis grain is realigned by waveform…
- class
PlayStationGamepadMappingMapping for Sony PlayStation controllers, covering DualShock 4 and DualSense (PS4 / PS5) when connected via USB or Bluetooth.…
- class
PointerUnified mouse / touch / pen pointer. Wraps a single browser `PointerEvent.pointerId` and writes its state (position, buttons,…
- class
PointerStackLayerDebug layer that shows a screen-space panel (top-right corner) listing all RenderNodes under the current pointer position, so…
- enum
PointerStateHigh-level lifecycle state of a Pointer.
- enum
PointerStateFlagBit flags accumulated on a Pointer between frames so consumers can detect transient events (entered the canvas, was released,…
- class
PolarVectorA 2D vector expressed in polar coordinates: `radius` (magnitude) and `phi` (angle in radians, measured from the positive X-ax…
- class
PolygonMutable convex polygon defined by a world-space offset `(x, y)` and an array of local-space vertex Vectors. Implements ShapeL…
- class
PolygonShapeA convex polygon defined by ≥3 local-space vertices. Input vertices may be given in either winding; they are canonicalised to…
- class
PrefabA reusable, data-driven template captured from a configured scene-graph subtree. Capture once with Prefab.from; stamp out ind…
- class
PrismaticJointConstrains a body to **slide along a single axis** relative to another: the perpendicular translation and the relative rotati…
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ProgressBarHorizontal progress / health bar. ProgressBar.value is the fill fraction in `[0, 1]`; setting it redraws only the fill.
- class
RadialGradientRadial gradient in UV space around `center` with normalized radius.
- class
RandomSeedable pseudo-random number generator using the xoshiro128** algorithm. xoshiro128** (Blackman & Vigna, 2018) keeps a compa…
- class
RangeUniform random number in `[min, max]`. Each `sample()` returns a fresh roll; the bounds are inclusive on both ends (modulo th…
- class
RateSpawnContinuous, rate-based spawner. Emits a RateSpawnConfig.rate sample per second; sub-frame fractions accumulate so low rates (…
- class
RectangleMutable axis-aligned rectangle defined by a top-left origin `(x, y)` and dimensions `(width, height)`. Implements ShapeLike w…
- enum
RenderBackendTypeIdentifies the active GPU backend used by the engine. Passed to renderers and shaders so they can select backend-specific cod…
- class
RenderBatchExplicit instanced draw submission: **one** Geometry + MeshMaterial drawn **once** with **N** per-instance `(transform, tint)…
- class
RenderingContextOwns rendering orchestration: builds, optimizes and plays the internal RenderPlan for a RenderNode subtree, manages render-ta…
- enum
RenderingPrimitivesGPU primitive topology used when issuing draw calls. Values are WebGL2 GLenum constants (e.g. `gl.TRIANGLES`).
- class
RenderNodeSceneNode that can produce visual output. Adds the rendering pipeline features on top of the structural transform/bounds carr…
- class
RenderNodePassRenders a scene subtree (a RenderNode) as one pass — into the active target, or off-screen when `options.target` is set. The…
- class
RenderPassOne high-level phase of a frame. Subclass and implement execute, or use a stock subclass (RenderNodePass, CallbackRenderPass,…
- class
RenderPassInspectorLayerDebug layer that lists every RenderNode with an active filter chain each frame. Renders a compact text panel with per-drawabl…
- class
RenderPipelineAn ordered list of RenderPass steps, played once per frame against a RenderingContext. A `RenderPipeline` is **itself a `Rend…
- class
RenderTargetRenderable destination — either the on-screen canvas (the `root` target owned by the backend) or an offscreen texture (a Rend…
- class
RenderTextureAn off-screen render target that can also be sampled as a texture. Combines RenderTarget (framebuffer attachment) with the sa…
- class
RepeatingSpriteA sprite that fills its destination by repeating, mirroring, or stretching a source texture or atlas region. Supports indepen…
- class
RepelFromPointPushes every live particle away from a fixed point in the system's local coordinate space. Acceleration magnitude is `strengt…
- class
ReverbEffectConvolution reverb using a procedurally-generated impulse response loaded into a `ConvolverNode`. The impulse response is a s…
- class
RevoluteJointPins a shared anchor point on two bodies (a hinge): the bodies may rotate freely about the pivot but the anchor points stay c…
- class
RingModulatorEffectRing modulator effect using native Web Audio nodes (no worklet required). A carrier `OscillatorNode` is connected directly to…
- class
RotateOverLifetimeAdds a constant angular acceleration to every live particle each frame (analogous to the legacy `TorqueAffector`). The system…
- class
SamplerWebGL2 sampler object wrapper that controls texture filtering and wrapping. Creates a `WebGLSampler` on construction and upda…
- enum
ScaleModesTexture magnification and minification filter modes. Values are WebGL2 GLenum constants and are passed directly to the GPU sa…
- class
ScaleOverLifetimeSets every live particle's scale to a curve sampled at the particle's current lifetime ratio. Both axes share one curve; non-…
- class
SceneA scene's lifecycle host. Subclass to define scene behavior: class GameScene extends Scene { override init(loader: Loader): v…
- class
SceneManagerSingle-active-scene controller owned by Application. Holds at most one active Scene (the current "screen"); SceneManager.setS…
- class
SceneNodeTransform-bearing leaf in the scene-graph hierarchy. Carries position, rotation, scale, skew, origin, and a 2-component Vecto…
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ScrollContainerClipped container that scrolls its content via the mouse wheel. Add child nodes to ScrollContainer.content rather than to the…
- class
SegmentMutable line segment defined by start and end Vectors. Unlike Line this type does not implement ShapeLike — it is a lightweig…
- class
SerializationRegistryBidirectional name ↔ constructor ↔ NodeSerializer registry backing the scene serializer. Serialize resolves a node to its ser…
- class
ShaderBackend-agnostic shader program descriptor. Holds raw GLSL source strings and, after connect is called, a live ShaderProgram…
- class
ShaderAttributeMetadata for a single vertex attribute declared in a GLSL vertex shader. Populated by the backend during Shader.connect using…
- enum
ShaderPrimitivesGLSL primitive type tokens used to describe ShaderAttribute and ShaderUniform data types. Values are WebGL2 GLenum constants…
- class
ShaderSourceImmutable shader source pair shared by Material instances. `ShaderSource` owns only the GLSL/WGSL text and its stable identit…
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ShaderUniformMetadata and current value for a single GLSL uniform variable. Populated by the backend during Shader.connect. The `dirty` fl…
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ShapeImmutable local-space collision geometry. A `Shape` carries no transform — a Collider positions it in a body. Shapes also exp…
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SignalLightweight typed event emitter. Each `Signal` represents one named notification channel (e.g. `onResize`, `onFrame`). Listen…
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SizeMutable 2D size (width × height) value type. All arithmetic methods mutate in place and return `this` for chaining. When `hei…
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SoundPre-decoded short audio clip backed by an `AudioBuffer`. Sound is a **data descriptor** — it holds the decoded audio buffer,…
- class
SoundFactoryAssetFactory implementation that loads short audio assets (MP3, OGG, WAV, AAC, and other Web Audio API-supported formats), fu…
- enum
SoundPoolStrategyEviction strategy used when the pool is full and a new play is requested. At the per-Sound level all pooled instances share t…
- class
SpawnModulePer-frame particle spawner. Subclasses decide how many particles to emit each tick (rate-based, burst, on-demand) and write t…
- class
SpawnOnDeathSub-emitter: triggers a child SpawnModule on a target system at the dying particle's position. Use for explosion-on-impact, s…
- class
SpriteThe primary 2D drawable for textured quads and the foundation of the rendering hierarchy. A Sprite wraps a Texture (or Render…
- class
SpriteMaterialMaterial specialization for Sprite drawables. API shell for the sprite custom-material path; the renderer integration and ins…
- class
SpritesheetSlices a single Texture into named frames and optional named animation sequences. Each frame is stored as both a Rectangle (t…
- class
StackLinear layout container that flows its children in a row or column with even spacing and optional padding, then sizes itself…
- class
SteamControllerGamepadMappingMapping for the Valve Steam Controller when operating in gamepad-emulation mode (i.e. Steam Input is configured to present it…
- class
SteamDeckGamepadMappingMapping for the Valve Steam Deck (and the new Valve Controller via vendor fallback) when its raw HID gamepad is exposed direc…
- class
SubtitleAssetDispatch token for subtitle loading (WebVTT and SRT). `loader.load(SubtitleAsset, 'subs.vtt')` returns `Promise<VTTCue[]>`. `…
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SubtitleFactoryAssetFactory implementation that parses WebVTT (`.vtt`) and SubRip (`.srt`) subtitle files and produces an array of VTTCue in…
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SvgAssetDispatch token for SVG loading. `loader.load(SvgAsset, 'icon.svg')` returns `Promise<HTMLImageElement>`.
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SvgFactoryAssetFactory implementation that loads SVG markup and produces a rasterised HTMLImageElement. The SVG source text is wrapped…
- class
SwitchProGamepadMappingMapping for the Nintendo Switch Pro Controller connected via USB or Bluetooth. Inherits the full GenericDualAnalogGamepadMapp…
- class
SystemRegistryOrdered registry of per-frame Systems, shared by Scene (as `scene.systems`) and `Application` (as `app.systems`). Systems tic…
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TextGPU-accelerated text node that rasterizes individual glyphs into a shared per-font-variant GlyphAtlas using the SDF (Signed D…
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TextAssetDispatch token for plain text loading. `loader.load(TextAsset, 'greeting.txt')` returns `Promise<string>`.
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TextFactoryAssetFactory implementation that loads plain-text files (TXT, CSV, GLSL shaders, HTML fragments, and any other UTF-8 text) an…
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TextStyleDescribes how a Text node renders its string. Every setter marks the style dirty with a StyleChangeHint so that the owning no…
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TextureA static GPU texture sourced from an image, canvas, or video element. Holds the pixel source and sampling parameters (ScaleMo…
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TextureFactoryAssetFactory implementation that loads PNG, JPG, WebP, AVIF, and other browser-supported raster image formats and produces a…
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TextureRegionAn immutable descriptor for a rectangular sub-region of a Texture. Stores the pixel-space source rectangle, pre-computed norm…
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TileAnimatorDrives per-tile animations on one or more TileLayers, RPG-Maker style. On construction it scans the given layer(s) once and r…
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TiledFormatErrorThrown when a Tiled JSON document does not match the expected shape. `source` is the URL of the file being parsed; `path` is…
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TiledGroupLayerA group layer, recursively containing further parsed layers.
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TiledImageLayerAn image layer. image is the path to the layer's image exactly as written in the Tiled JSON (relative to the map's location);…
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TiledLayerBase class for the four parsed Tiled layer types. Holds the fields shared by every layer (`tilelayer`, `objectgroup`, `imagel…
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TiledMapA parsed and validated Tiled map (`.tmj`). `TiledMap` represents the parsed Tiled source format. `TileMap` is the format-inde…
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TiledObjectA parsed Tiled object, placed in an TiledObjectLayer or a tile's collision `objectgroup`. The shape of the object is determin…
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TiledObjectLayerAn object layer: a flat list of TiledObjects.
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TiledTileLayerA tile layer. On a finite map, data holds the flat row-major array of GIDs (`width * height` entries). On an infinite map, ch…
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TiledTilesetA parsed Tiled tileset — either embedded inline in a map's `tilesets` array, or parsed from an external `.tsj` file reference…
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TileLayerA generic, format-independent tile layer with chunk-first storage. Tile data is stored in fixed-size TileChunks indexed by si…
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TileLayerNodeA scene node that renders one generic TileLayer as a Container of per-chunk TileChunkNode drawables. Each non-empty loaded ch…
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TileMapA generic, format-independent tile map. Owns a finite grid of TileLayers and a shared set of TileSets. Tile data is stored in…
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TileMapBandA named, ordered group of TileLayerNodes produced by a TileMapView for ergonomic actor interleaving. A band is a plain Contai…
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TileMapNodeA convenience scene node that renders a whole TileMap as a Container of one TileLayerNode per tile layer, in map layer order…
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TileMapViewGroups a TileMap's layers into independently placeable scene nodes so application actors can be interleaved **between** tile…
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TileSetA resolved tileset: a uniform grid of tiles within a texture atlas. Does **not** own its texture — the Loader or application…
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TimeTime-duration value object stored internally in milliseconds. Provides unit-converted accessors (`seconds`, `minutes`, `hours…
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TimerClock variant with a fixed limit. Inherits start/stop/reset/restart semantics; adds Timer.expired (true once `elapsedTime >=…
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TimeStepperFixed-timestep accumulator (package-owned; no engine clock dependency). Each frame, advance adds the variable frame delta to…
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TooltipHover tooltip attached to a RenderNode. Shows a small text label near the pointer after a short delay when the pointer enters…
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TremoloEffectTremolo effect that amplitude-modulates the signal with a sine LFO using native WebAudio nodes. A sine-wave LFO drives a `Gai…
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TurbulenceAdds a smooth pseudo-random force field that animates over time. Implemented as 2D value noise with cubic Hermite smoothing —…
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TweenAnimates numeric properties of `target` from their current value to a configured end value over a duration in seconds. Suppor…
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TweenManagerOwns and advances a collection of Tween instances, driving them once per frame from Application.update. Created tweens are tr…
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TweenSequencerComposes multiple Tween instances into a multi-stage animation. Each stage added via TweenSequencer.then plays after the prev…
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TweenSequencerStateLifecycle states of a TweenSequencer. Mirrors TweenState semantics: starts `Idle`, becomes `Active` on TweenSequencer.start,…
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TweenStateLifecycle states of a Tween. A tween starts in `Idle`, transitions to `Active` once Tween.start is called, and ends in `Compl…
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VectorConcrete mutable 2D vector with full AbstractVector arithmetic and ShapeLike collision support (treated as a point collider).…
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VectorRangeUniform random vector with each axis sampled independently in its own `[min, max]` range. Each `sample()` writes into the pro…
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VelocityOverLifetimeMultiplies every live particle's velocity by a curve sampled at the particle's current `elapsed / lifetime` ratio. The same s…
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VideoRenders an `HTMLVideoElement` as a live texture on a Sprite. `Video` wraps a video element, manages playback (play/pause/stop…
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VideoFactoryAssetFactory implementation that loads video files (MP4, WebM, OGG, and other browser-supported container formats) and produc…
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View2D camera that defines what region of the world is visible on screen. Maintains a center position, a visible area size, a rot…
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VocoderEffectPhase-vocoder-style effect implemented as a WorkletEffect. Analyzes the spectral envelope of a `modulator` AudioBus across a…
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WangSetDescribes a Wang autotile set: a mapping from a neighbor bitmask to a local tile ID within a specific tileset. Blob bitmask b…
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WasmAssetDispatch token for WebAssembly module loading. `loader.load(WasmAsset, 'module.wasm')` returns `Promise<WebAssembly.Module>`.
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WasmFactoryAssetFactory implementation that loads WebAssembly binary (`.wasm`) files and produces a compiled WebAssembly.Module. The mod…
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WebGl2ShaderFilterA high-level Filter subclass that renders the input texture through a user-provided GLSL fragment shader on the **WebGL2** ba…
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WebGpuShaderFilterA high-level Filter subclass that renders the input texture through a user-provided WGSL fragment shader on the **WebGPU** ba…
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WebStorageStoreKeyValueStore over the Web Storage API (`localStorage` or `sessionStorage`). Web Storage holds only strings, so values are JS…
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WeldJointRigidly fixes the relative position and orientation of two bodies (they move as one rigid body). A 2-DOF point constraint (li…
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WheelJointA wheel attached to a chassis: free to **spin** (no rotation lock) and sprung along a **suspension axis** (a soft spring), bu…
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WidgetBase class for UI widgets — a Container with an explicit layout size (independent of child bounds / scale), an `enabled` flag…
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WorkletEffectBase class for filters implemented as AudioWorkletProcessors. Subclasses declare the worklet's name, source code, and node op…
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WrapModesTexture coordinate wrap behaviour when UV values fall outside [0, 1]. Values are WebGL2 GLenum constants passed directly to t…
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XboxGamepadMappingMapping for Microsoft Xbox controllers (Xbox One, Xbox Series X/S, and compatible third-party XInput devices) connected via U…
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XmlAssetDispatch token for XML document loading. `loader.load(XmlAsset, 'data.xml')` returns `Promise<Document>`. Throws if the file…
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XmlFactoryAssetFactory implementation that loads XML files and produces a parsed Document via the browser's built-in DOMParser. Throws…