BaseSystem class abstract
System that provides base rendering for default components.
Based on the PositionComponent logic from Flame.
- Inheritance
- Mixed in types
Constructors
Properties
-
entities
→ List<
Entity> -
List of all the entities found using the filters.
no setter
-
filters
→ List<
Filter< Component> > -
Filters used for querying entities.
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- priority → int
-
The priority of this system.
finalinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- world ↔ FlameWorld?
-
The world this system belongs to.
getter/setter pairinherited
Methods
-
createQuery(
Iterable< Filter< filters) → QueryComponent> > -
Create a new Query to filter entites.
inherited
-
dispose(
) → void -
Disposing of the System.
override
-
execute(
double delta) → void -
Execute the System.
inherited
-
init(
) → void -
Initialize the System.
override
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
render(
Canvas canvas) → void -
Implement this method to render the current game state in the
canvas
.override -
renderEntity(
Canvas canvas, Entity entity) → void - Render given entity.
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited