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: