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

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 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
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 an entity.
inherited
toString() String
A string representation of this object.
inherited

Operators

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