PointerSystem
Hierarchy
- System
- PointerSystem
Index
Constructors
constructor
Parameters
world: World
Returns PointerSystem
Properties
publicoverrideUseColliderShape
Optionally override component configuration for all entities
publicoverrideUseGraphicsBounds
Optionally override component configuration for all entities
query
publicreadonlysystemType
Determine whether the system is called in the SystemType.Update or the SystemType.Draw phase. Update is first, then Draw.
publicworld
staticpriority
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.
Methods
publicinitialize
optionalpostupdate
Optionally run a postupdate after the system processes matching entities
Parameters
scene: Scene<unknown>
elapsedMs: number
Time in milliseconds since the last frame
Returns void
publicpreupdate
Optionally run a preupdate before the system processes matching entities
Returns void
publicupdate
Update all entities that match this system's types
Returns void
The PointerSystem is responsible for dispatching pointer events to entities that need them.
The PointerSystem can be optionally configured by the PointerComponent, by default Entities use the Collider's shape for pointer events.