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
readonlypriority: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
readonlystaticsystemName: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()
abstractupdate(engine,delta):Promise<void>
Defined in: engine/engine-system.ts:36
Parameters
engine
delta
number
Returns
Promise<void>