# Key Type
This document mainly introduces some objects and classes that users often use when writing scripts in game development.
# engine object
The engine object is the most basic object in the game framework. It contains many properties and objects, the main ones are:
-Version information: version
version number.
-Device information: device
object, including information such as screen size and platform.
-Global settings: the settings
object, which mainly contains the configuration and rendering adaptation options of some module variables.
-Built-in components: various components provided by the framework.
-Constants and enumerations: constants include TypeNames
, etc., enumeration values include TextureFilterMode
, TextureWrapMode
, etc.
-Decorators: decorators
objects, executeInGameMode
, executeInEditMode
, executeInAllMode
, etc.
-Singleton objects: loader
, cache
, game
objects, etc.
# Node class Entity
Entity
is a class representing object nodes on the scene, it can mount different components to achieve various functions. Each Entity
instance will have a Transform3D
or Transform2D
component (except the destroyed Entity
instance) to represent its own coordinates. The creation of an instance of Entity
** cannot be created by way of new Entity
**. This is because the framework has logical requirements for node management in memory. Users should use engine.game.createEntity2D
or engine. game.createEntity3D
to create, such a created node will be mounted under the engine.game.detachedRoot
node by default (see [scene](../../../handbook/gameplay/scene.md for details) ) Related documents).
The attributes that can be set for the Entity
object are active
, name
and layer
:
-active
: Set the active state of the node, which is synchronized with the active
property of the Transform3D
(or Transform2D
) component mounted on the node.
-name
: Node name.
-layer
: Rendering and physics-related configuration, see Camera document for details.