MinerSystem
Extends:
Constructor Summary
| Public Constructor | ||
| public |
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Member Summary
| Public Members | ||
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Method Summary
| Public Methods | ||
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drawChunk_ForegroundDynamicLayer(parameters: DrawParameters, chunk: MapChunkView) |
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findChainedMiner(entity: Entity): Entity | false Finds the target chained miner for a given entity |
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onEntityChanged(entity: Entity) Called whenever an entity got changed |
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tryPerformMinerEject(entity: Entity, item: BaseItem): boolean |
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update() |
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Inherited Summary
| From class GameSystem | ||
| public static |
Returns static id |
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root: * |
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draw(parameters: DrawParameters) Override, do not call this directly, use startDraw() |
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Should refresh all caches |
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startDraw(parameters: DrawParameters) |
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update() Updates the game system, override to perform logic |
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| From class GameSystemWithFilter | ||
| public |
All entities which match the current components |
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internalPopEntityIfMatching(entity: Entity) |
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Recomputes all target entities after the game has loaded |
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internalPushEntityIfMatching(entity: Entity) |
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internalReconsiderEntityToAdd(entity: Entity) |
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internalRegisterEntity(entity: Entity) |
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Static Public Methods
Public Constructors
public constructor() source
Constructs a new game system with the given component filter. It will process all entities which have all of the passed components
Override:
GameSystemWithFilter#constructorPublic Methods
public drawChunk_ForegroundDynamicLayer(parameters: DrawParameters, chunk: MapChunkView) source
Params:
| Name | Type | Attribute | Description |
| parameters | DrawParameters | ||
| chunk | MapChunkView |
public findChainedMiner(entity: Entity): Entity | false source
Finds the target chained miner for a given entity
Params:
| Name | Type | Attribute | Description |
| entity | Entity |
public onEntityChanged(entity: Entity) source
Called whenever an entity got changed
Params:
| Name | Type | Attribute | Description |
| entity | Entity |
public update() source
Updates the game system, override to perform logic
