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pub(all) struct World { id : UInt pending_commands : Array[(World) -> Unit] frame_index : UInt fixed_step_index : UInt}
fn World::World() -> World
fn World::advance_fixed_step(self : World) -> Unit
fn World::advance_frame(self : World) -> Unit
fn World::fixed_step_index(self : World) -> UInt
fn World::flush_commands(self : World) -> Unit
fn World::frame_index(self : World) -> UInt
fn World::has_pending_commands(self : World) -> Bool
fn World::id(self : World) -> UInt
fn World::queue_command(self : World, command : (World) -> Unit) -> Unit
fn bootstrap_world() -> World
fn clear_current_world() -> Unit
fn current_world() -> World?
fn require_current_world() -> World
fn set_current_world(world : World) -> Unit
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ECS game engine in MoonBit
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