IntervalEntityProcessingSystem class abstract

If you need to process entities at a certain interval then use this. A typical usage would be to regenerate ammo or health at certain intervals, no need to do that every game loop, but perhaps every 100 ms. or every second.

Inheritance

Constructors

IntervalEntityProcessingSystem(double interval, Aspect aspect)
Create a new IntervalEntityProcessingSystem. It requires at least one component.

Properties

delta double
Returns the accumulated delta since the system was last invoked.
no setterinherited
frame int
Returns how often the systems in this group have been processed.
no setterinherited
group int
Returns the group of this EntitySystem.
no setterinherited
hashCode int
The hash code for this object.
no setterinherited
interval double
The interval in which the system will be processed.
finalinherited
passive bool
Returns true if this EntitySystem is passive.
no setterinherited
runtimeType Type
A representation of the runtime type of the object.
no setterinherited
time double
Returns the time that has elapsed for the systems in this group since the game has started (sum of all deltas).
no setterinherited
world World
Returns the World this EntitySystem belongs to.
no setterinherited

Methods

addComponent<T extends Component>(int entity, T component) → void
Add a component to an entity.
inherited
begin() → void
Called before processing of entities begins.
inherited
checkProcessing() bool
Returns true if the system should be processed, false if not.
inherited
deleteFromWorld(int entity) → void
Delete entity from the world.
inherited
destroy() → void
Gets called if the world gets destroyed. Override if there is cleanup to do.
inherited
end() → void
Resets the accumulated delta to 0.
inherited
initialize() → void
Override to implement code that gets executed when systems are initialized.
inherited
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
process() → void
This is the only method that is supposed to be called from outside the library,
inherited
processEntities(Iterable<int> entities) → void
Any implementing entity system must implement this method and the logic to process the given entities of the system.
override
processEntity(int entity) → void
Process an entity this system is interested in.
removeComponent<T extends Component>(int entity) → void
Remove the component with type T from an entity.
inherited
toString() String
A string representation of this object.
inherited

Operators

operator ==(Object other) bool
The equality operator.
inherited