VelocityIntegrationSystem class

Advances Transform2D by Velocity scaled to real time.

Runs after CollisionResolutionSystem has clamped Velocity for the current step so blocked axes stay pinned to zero.

The dt source depends on PhysicsMode:

  • PhysicsMode.variable reads WallTime.delta. Schedule in Schedules.update.
  • PhysicsMode.fixed reads FixedTimestep.stepSeconds. Schedule in Schedules.fixedUpdate alongside the paired resolution system.

Velocity is interpreted as pixels per 60 Hz frame, so Velocity(0, 4) produces 240 px/s in either mode.

Constructors

VelocityIntegrationSystem()
Creates a variable-timestep integration system.
const
VelocityIntegrationSystem.fixed()
Creates a fixed-timestep integration system.
const

Properties

hashCode → int
The hash code for this object.
no setterinherited
meta → SystemMeta
Metadata describing this system's data access patterns.
no setter
mode → PhysicsMode
Which clock this system reads.
final
runCondition → RunCondition?
Optional condition that determines whether this system should run.
no setter
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
run(World world) → Future<void>
Runs the system logic.
shouldRun(World world) → bool
Returns true if this system should run, based on its runCondition.
toString() → String
A string representation of this object.
inherited

Operators

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

Constants

systemName → const String
The SystemMeta.name of VelocityIntegrationSystem. Games that order their own systems relative to this one use it in before: / after:.