System class abstract

Base class for all systems

Systems contain logic and operate on entities with specific components. Override update() to implement system logic.

Implementers

Constructors

System()

Properties

entities → Iterable<Entity>
Get all entities that match this system's requirements
no setter
hashCode → int
The hash code for this object.
no setterinherited
isActive ↔ bool
Whether this system is active
getter/setter pair
priority ↔ int
Priority for system execution order (higher = earlier). Systems of the same priority run in the order they were added.
getter/setter pair
profileName → String
What World.stats files this system's time under (systemTimesMs).
no setter
requiredComponents → List<Type>
Required component types for this system
no setter
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited
world ↔ World
World this system belongs to
getter/setter pair

Methods

dispose() → void
Dispose system resources
forEach(void action(Entity entity)) → void
Execute a function for each matching entity
initialize() → void
Initialize the system
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
onAddedToWorld() → void
Called when system is added to world
onRemovedFromWorld() → void
Called when system is removed from world
render(Canvas canvas, Size size) → void
Render the system (optional)
toString() → String
A string representation of this object.
inherited
update(double deltaTime) → void
Update the system

Operators

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