EntityType enum classifies every object in a RollingQuest level into one of eight categories. You pass these values wherever the API needs to know what kind of entity you are targeting — for example, when broadcasting a signal to all entities of a particular class with Signals.emitToType(), or when filtering callbacks that fire for multiple entity kinds. The special value Any acts as a wildcard that matches every category at once.
Values
| Value | Number | Description |
|---|---|---|
EntityType.Level | 0 | The level itself, treated as a single top-level entity. |
EntityType.Block | 1 | A static or dynamic block that makes up the level geometry. |
EntityType.Side | 2 | An individual face or side element attached to a block. |
EntityType.Item | 3 | A collectible item placed in the level. |
EntityType.Enemy | 4 | An enemy character that can interact with the ball. |
EntityType.Ball | 5 | The player-controlled ball entity. |
EntityType.Decoration | 6 | A purely visual decoration object with no gameplay logic. |
EntityType.Any | -1 | Wildcard — matches all entity types in filtering and signal APIs. |
Usage Example
The example below shows how you can send a signal to everyBlock entity in the level, then separately send a different signal to every Enemy, and finally use Any to broadcast to all entities at once.