# Class: IteratingSystem
A simple EntitySystem that iterates over each entity and calls processEntity for each entity every time the EntitySystem is updated. This is really just a convenience class as most systems iterate over a list of entities.
# Hierarchy
-
↳
IteratingSystem
# Table of contents
# Constructors
# Properties
# Methods
# Constructors
# constructor
• new IteratingSystem(family
)
# Parameters
Name | Type | Description |
---|---|---|
family | Family | The family of entities iterated over in this System. |
# Overrides
# Defined in
src/systems/IteratingSystem.ts:18 (opens new window)
# Properties
# engine
• Readonly
engine: Engine
The engine of this system.
# Inherited from
# Defined in
src/core/AbstractSystem.ts:14 (opens new window)
# family
• Readonly
family: Family
The Family used when the system was created.
# Defined in
src/systems/IteratingSystem.ts:11 (opens new window)
# Methods
# getEntities
▸ getEntities(): Entity
[]
# Returns
Entity
[]
A list of entities processed by the system.
# Defined in
src/systems/IteratingSystem.ts:36 (opens new window)
# getPriority
▸ getPriority(): number
# Returns
number
The priority of the system. Do not override this!
# Inherited from
# Defined in
src/core/AbstractSystem.ts:75 (opens new window)
# isEnabled
▸ isEnabled(): boolean
# Returns
boolean
True if the system is enabled.
# Inherited from
# Defined in
src/core/AbstractSystem.ts:57 (opens new window)
# onDisable
▸ Protected
onDisable(): void
Called in two situations:
- When the system is enabled and currently being removed from the manager
- When the system is already added to the manager and is currently being disabled.
# Returns
void
# Overrides
# Defined in
src/systems/IteratingSystem.ts:27 (opens new window)
# onEnable
▸ Protected
onEnable(): void
Called in two situations:
- When the system is enabled and currently being added to the manager
- When the system is already added to the manager and is currently being enabled.
# Returns
void
# Overrides
# Defined in
src/systems/IteratingSystem.ts:23 (opens new window)
# processEntity
▸ Protected
Abstract
processEntity(entity
, deltaTime
): void
This method is called on every entity on every update call of the EntitySystem. Override this to implement your system's specific processing.
# Parameters
Name | Type | Description |
---|---|---|
entity | Entity | The current Entity being processed. |
deltaTime | number | The delta time between the last and current frame. |
# Returns
void
# Defined in
src/systems/IteratingSystem.ts:47 (opens new window)
# setEnabled
▸ setEnabled(enabled
): void
Enable or disable the system. A disabled system will not be processed during an update.
# Parameters
Name | Type | Description |
---|---|---|
enabled | boolean | The new state. |
# Returns
void
# Inherited from
# Defined in
src/core/AbstractSystem.ts:43 (opens new window)
# setPriority
▸ setPriority(priority
): void
Set the system priority. You can set the priority with when adding the system as well.
# Parameters
Name | Type | Description |
---|---|---|
priority | number | The priority to execute this system with (lower means higher priority). |
# Returns
void
# Inherited from
# Defined in
src/core/AbstractSystem.ts:66 (opens new window)
# update
▸ update(deltaTime
): void
The update method called every tick.
# Parameters
Name | Type |
---|---|
deltaTime | number |
# Returns
void
# Overrides
# Defined in
← IntervalSystem Pool →