gnals are named so as to be confusing to Godot users. Similar frameworks
	call these the entity input/output system.
</p>

<h2>
	Key concepts
</h2>

<hr/>

<h4>
	Signal type
</h4>

<p>
	Each signal has a type. This type determines what kind of action cause the
	signal to fire.
</p>

<p>
	Any entity can fire off any signal type for any action, but to keep it
	consistent we have described some signal types.
</p>

<h4>
	Signal firing
</h4>

<p>
	When the appropriate moment comes, the entity fires off the signa