CollisionSystem
Hierarchy
- System
- CollisionSystem
Index
Constructors
Properties
Methods
Constructors
constructor
Parameters
world: World
_physics: PhysicsWorld
Returns CollisionSystem
Properties
publicpriority
System can execute in priority order, by default all systems are priority 0. Lower values indicated higher priority. For a system to execute before all other a lower priority value (-1 for example) must be set. For a system to execute after all other a higher priority value (10 for example) must be set.
publicquery
publicsystemType
Determine whether the system is called in the SystemType.Update or the SystemType.Draw phase. Update is first, then Draw.
Methods
debug
Parameters
Returns void
getSolver
Returns CollisionSolver
initialize
postupdate
Optionally run a postupdate after the system processes matching entities
Returns void
optionalpreupdate
Optionally run a preupdate before the system processes matching entities
Parameters
scene: Scene<unknown>
elapsedMs: number
Time in milliseconds since the last frame
Returns void
publicrunContactStartEnd
Returns void
update
Update all entities that match this system's types
Parameters
elapsedMs: number
Time in milliseconds
Returns void
An Excalibur System that updates entities of certain types. Systems are scene specific
Excalibur Systems currently require at least 1 Component type to operated
Multiple types are declared as a type union For example: