Behavior lifecycle: On enable, On disable and On destroy events (#42)
game-maker / suite (push) Successful in 7m29s

Order per instance: On start -> On enable -> On update ... -> On disable
-> On destroy. On enable fires right after On start and whenever the
behavior comes back on (itself and its parents); On disable in the frame
it goes off, the instance stays frozen. On destroy fires when the entity
leaves the world (Destroy node, child of a destroyed object) and when the
world is torn down on stop/restart, preceded by On disable if still on.
A new On start node added while playing still does not fire for a
running instance (kept as is, documented in the wiki).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-12 21:21:35 +02:00
1 parent f0673d1957
commit 6141d07d4f
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@@ -239,6 +239,7 @@ export interface WorldOptions {
export interface StartedWorld {
world: World;
collisions: CollisionSystem | null;
behaviors: BehaviorSystem | null;
/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
input: Input;
/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
@@ -258,11 +259,14 @@ export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): S
const animations = options.animations ? new AnimationSystem() : null;
if (collisions) world.addSystem(collisions);
if (animations) world.addSystem(animations);
if (options.behaviors)
world.addSystem(new BehaviorSystem(fixture.project, input, { collisions, animations }));
const behaviors = options.behaviors
? new BehaviorSystem(fixture.project, input, { collisions, animations })
: null;
if (behaviors) world.addSystem(behaviors);
return {
world,
collisions,
behaviors,
input,
frame(dt = 1 / 60) {
world.tick(dt);