text: import ECS from '@fae/ecs';
  
  /**
   * @class
   * @memberof ecs
   */
  export default class Entity extends ECS.Entity {
      /**
       *
       */
      constructor()
      {
          super();
  
          /**
           * The render priority of this entity. A lower number will make it render
           * first. Think of this like a "z-index" the higher number will render on top.
           *
           * If you change this value at all after adding the entity to the renderer you will
           * need to call {@link Renderer#sortEntities} for the change to affect the sort.
           *
           * @member {number}
           * @default 0
           */
          this.renderPriority = 0;
  
          /**
           * An value that hints to the renderer how to group this entity to try and
           * improve batching. If this is set the renderer can group entities with the
           * same `priority` and `renderGroupHint` together, which may improve batching.
           *
           * While you can assign this value to anything you want, a good idea is to set
           * this to the ObjectRenderer class you know that entity will use. That way that
           * renderer can operate on those objects in sequence and potentially batch them.
           * If you don't know what to assign this to, leaving it as `null` is fine.
           *
           * If you change this value at all after adding the entity to the renderer you will
           * need to call {@link Renderer#sortEntities} for the change to affect the sort.
           *
           * @example
           *
           * ```js
           * import { ecs } from '@fae/core';
           * import { SpriteRenderer } from '@fae/sprites';
           *
           * class MySprite extends ecs.Entity.with(...)
           * {
           *     constructor()
           *     {
           *         super();
           *
           *         // When added to the renderer all `MySprite` instances with the same
           *         // priority will now be grouped together, improving the SpriteRenderer's
           *         // ability to batch them!
           *         this.renderGroupHint = SpriteRenderer;
           *     }
           * }
           * ```
           *
           * @member {*}
           * @default null
           */
          this.renderGroupHint = null;
      }
  }
  