VoidEntitySystem class abstract
This system has an empty aspect so it processes no entities, but it still gets invoked. You can use this system if you need to execute some game logic and not have to concern yourself about aspects or entities.
- Inheritance
-
- Object
- EntitySystem
- VoidEntitySystem
Constructors
- VoidEntitySystem()
- Create the VoidEntitySystem.
Properties
- delta → double
-
Returns the delta that has elapsed since the last update of the world.
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
- 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 anentity
.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 -
Called after the processing of entities ends.
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 -
processSystem(
) → void - Execute the logic for this system.
-
removeComponent<
T extends Component> (int entity) → void -
Remove the component with type
T
from anentity
.inherited -
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited