Game
Constructor Summary
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constructor(width: number, height: number, extra: Object) The Game class takes in dimensions of the game screen |
Member Summary
Public Members | ||
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PIXI: * |
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application: * |
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renderer: * |
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stage: * |
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Method Summary
Public Methods | ||
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addEntities(array: Entity[]) Create & add multiple entities |
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Create & add a single entity |
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addEntityToStage(entity: *) |
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Register a system in the game instance |
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addSystems(systems: System[]) Register multiple systems in the game instance |
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createEntities(entities: Entity[]) Create an array of entities & add them to the game |
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getComponentFromEntity(entityId: string, componentId: string): Component Retrieves a component from a specific entity |
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getEntitiesWith(components: string[]): Entity[] Retrieves all entities that have all provided components. |
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Retrieve an entity |
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Retrive a system in the game |
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onStart() The intialization function for the game. |
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onUpdate(time: *) The game update that happens every game frame/tick. |
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removeEntity(ID: string) Remove entity from game |
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start() The game start function. |
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stop() |
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update(time: *) The game update function. |
Private Methods | ||
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_registerSystem(system: *) |
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_rendererSetup(settings: *) |
Public Constructors
Public Members
public PIXI: * source
public application: * source
public renderer: * source
public stage: * source
Public Methods
public addEntities(array: Entity[]) source
Create & add multiple entities
Params:
Name | Type | Attribute | Description |
array | Entity[] | of entities |
public addEntity(entity: Entity) source
Create & add a single entity
Params:
Name | Type | Attribute | Description |
entity | Entity |
public addEntityToStage(entity: *) source
Params:
Name | Type | Attribute | Description |
entity | * |
public addSystem(system: System): System source
Register a system in the game instance
Params:
Name | Type | Attribute | Description |
system | System |
public addSystems(systems: System[]) source
Register multiple systems in the game instance
Params:
Name | Type | Attribute | Description |
systems | System[] |
public createEntities(entities: Entity[]) source
Create an array of entities & add them to the game
Params:
Name | Type | Attribute | Description |
entities | Entity[] | An array of entities |
public getComponentFromEntity(entityId: string, componentId: string): Component source
Retrieves a component from a specific entity
public getEntitiesWith(components: string[]): Entity[] source
Retrieves all entities that have all provided components.
Params:
Name | Type | Attribute | Description |
components | string[] | A list of component ID's to match against |
public getEntity(id: string): Entity source
Retrieve an entity
Params:
Name | Type | Attribute | Description |
id | string | The ID of the entity |
public getSystem(id: string): * source
Retrive a system in the game
Params:
Name | Type | Attribute | Description |
id | string | The ID of the system |
Return:
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public onUpdate(time: *) source
The game update that happens every game frame/tick.
Params:
Name | Type | Attribute | Description |
time | * |
public removeEntity(ID: string) source
Remove entity from game
Params:
Name | Type | Attribute | Description |
ID | string | of entity |
public stop() source
public update(time: *) source
The game update function. Use onUpdate() callback to hook into here
Params:
Name | Type | Attribute | Description |
time | * |
Private Methods
private _registerSystem(system: *) source
Params:
Name | Type | Attribute | Description |
system | * |
private _rendererSetup(settings: *) source
Params:
Name | Type | Attribute | Description |
settings | * |