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Class: SpriteSystem

SpriteSystem handles converting sprites into renderable objects that are fed into a rendering system.

Hierarchy

Table of contents

Constructors

Properties

Methods

Constructors

constructor

+ new SpriteSystem(messageBus: IMessageBus, scene?: IScene, frustumCuller?: IFrustumCuller, renderables?: IRenderable[], entities?: SystemEntity[], subscriberID?: number): SpriteSystem

Parameters:

Name Type
messageBus IMessageBus
scene? IScene
frustumCuller IFrustumCuller
renderables IRenderable[]
entities? SystemEntity[]
subscriberID? number

Returns: SpriteSystem

Inherited from: ArraySystem

Properties

entities

Protected entities: SystemEntity[]

The list of entities the system is tracking.

Inherited from: ArraySystem.entities


messageBus

Protected messageBus: IMessageBus

Reference to the message bus, the fundamental piece of JamJar for communicating with other parts of the engine.

Inherited from: ArraySystem.messageBus


scene

Protected Optional scene: undefined | IScene

Any scene this system is part of, will change the lifecycle of the system to be part of the scene's lifecycle - it will be destroyed when the scene is destroyed.

Inherited from: ArraySystem.scene


subscriberID

subscriberID: number

Inherited from: ArraySystem.subscriberID


MESSAGE_DEREGISTER

Readonly Static MESSAGE_DEREGISTER: stateful_system_deregister= "stateful_system_deregister"

Message to deregister an entity + components with a system so it is no longer tracked.

Inherited from: ArraySystem.MESSAGE_DEREGISTER


MESSAGE_REGISTER

Readonly Static MESSAGE_REGISTER: stateful_system_register= "stateful_system_register"

Message to register an entity + components with a system so it can be tracked.

Inherited from: ArraySystem.MESSAGE_REGISTER


MESSAGE_UPDATE

Readonly Static MESSAGE_UPDATE: system_update= "system_update"

Inherited from: ArraySystem.MESSAGE_UPDATE

Methods

Destroy

Destroy(): void

Destroy destroys the System and unsubscribes it from all messages. The System should be garbage collected after this, unless a direct reference to it exists somewhere. Therefore direct references to systems are discouraged; communication should all be through the message bus.

Returns: void

Inherited from: ArraySystem


OnDestroy

ProtectedOnDestroy(): void

Custom Destroy logic should go here to facilitate garbage collection, for example removing listeners.

Returns: void

Inherited from: ArraySystem


OnMessage

OnMessage(message: IMessage): void

Parameters:

Name Type
message IMessage

Returns: void

Overrides: ArraySystem


Update

ProtectedUpdate(dt: number): void

General update method, default empty. Override with custom logic.

Parameters:

Name Type Description
dt number DeltaTime

Returns: void

Inherited from: ArraySystem


register

Protectedregister(entity: IEntity, components: Component[]): void

Parameters:

Name Type
entity IEntity
components Component[]

Returns: void

Inherited from: ArraySystem


remove

Protectedremove(entity: IEntity): void

Parameters:

Name Type
entity IEntity

Returns: void

Inherited from: ArraySystem