abstract class Crash::System
- Crash::System
- Reference
- Object
Overview
The base class for a system.
A system is part of the core functionality of the game. After a system is added to the engine, its update method will be called on every frame of the engine. When the system is removed from the engine, the update method is no longer called.
The aggregate of all systems in the engine is the functionality of the game, with the update methods of those systems collectively constituting the engine update loop. Systems generally operate on node lists - collections of nodes. Each node contains the components from an entity in the engine that match the node.
Defined in:
crash/system.crInstance Method Summary
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#add_to_engine(engine : Crash::Engine)
Called just after the system is added to the engine, before any calls to the update method.
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#remove_from_engine(engine : Crash::Engine)
Called just after the system is removed from the engine, after all calls to the update method.
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#update
After the system is added to the engine, this method is called every frame until the system is removed from the engine.
Instance Method Detail
Called just after the system is added to the engine, before any calls to the update method. Override this method to add your own functionality.
@param engine The engine the system was added to.
Called just after the system is removed from the engine, after all calls to the update method. Override this method to add your own functionality.
@param engine The engine the system was removed from.
After the system is added to the engine, this method is called every frame until the system is removed from the engine. Override this method to add your own functionality.
If you need to perform an action outside of the update loop (e.g. you need to change the systems in the engine and you don't want to do it while they're updating) add a listener to the engine's updateComplete signal to be notified when the update loop completes.