/** * Game state enumeration. */ export enum GameState { /** Initial start screen */ START = 'start', /** Active gameplay */ PLAYING = 'playing', /** Game paused */ PAUSED = 'paused', /** Player death screen */ GAME_OVER = 'gameOver', } /** * Component type identifiers. */ export enum ComponentType { POSITION = 'Position', VELOCITY = 'Velocity', SPRITE = 'Sprite', HEALTH = 'Health', COMBAT = 'Combat', AI = 'AI', EVOLUTION = 'Evolution', STATS = 'Stats', SKILLS = 'Skills', SKILL_PROGRESS = 'SkillProgress', ABSORBABLE = 'Absorbable', STEALTH = 'Stealth', INTENT = 'Intent', INVENTORY = 'Inventory', } /** * Entity type identifiers for sprites and behaviors. */ export enum EntityType { SLIME = 'slime', HUMANOID = 'humanoid', BEAST = 'beast', ELEMENTAL = 'elemental', PROJECTILE = 'projectile', } /** * Animation states for sprites. */ export enum AnimationState { IDLE = 'idle', WALK = 'walk', } /** * Visual effect types. */ export enum VFXType { IMPACT = 'impact', ABSORPTION = 'absorption', } /** * System name identifiers. */ export enum SystemName { MENU = 'MenuSystem', UI = 'UISystem', PLAYER_CONTROLLER = 'PlayerControllerSystem', ABSORPTION = 'AbsorptionSystem', COMBAT = 'CombatSystem', PROJECTILE = 'ProjectileSystem', VFX = 'VFXSystem', MOVEMENT = 'MovementSystem', AI = 'AISystem', DEATH = 'DeathSystem', RENDER = 'RenderSystem', INPUT = 'InputSystem', SKILL_EFFECT = 'SkillEffectSystem', SKILL = 'SkillSystem', STEALTH = 'StealthSystem', HEALTH_REGEN = 'HealthRegenerationSystem', }