Skip to main content

Abstract Class: TEngineSystem

Defined in: engine/engine-system.ts:14

Base class for all engine systems.

Engine systems are used to update the engine and the game state. They should be used when you need a system that persists across game states.

TEngineSystem

Constructors​

Constructor​

new TEngineSystem(): TEngineSystem

Returns​

TEngineSystem

Properties​

priority​

readonly priority: number = TSystemPriority.Update

Defined in: engine/engine-system.ts:20

The priority of the system.

Systems with a lower priority will be updated first.


systemName​

readonly static systemName: string = 'TEngineSystem'

Defined in: engine/engine-system.ts:26

The name of the system. This is used for debugging and segment timing. Override this static property in subclasses to provide a meaningful name that won't be minified.

Accessors​

name​

Get Signature​

get name(): string

Defined in: engine/engine-system.ts:32

The name of the system. This is used for debugging and segment timing. Returns the static systemName property to avoid minification issues.

Returns​

string

Methods​

update()​

abstract update(engine, delta): Promise<void>

Defined in: engine/engine-system.ts:36

Parameters​

engine​

TEngine

delta​

number

Returns​

Promise<void>