Learn all about Entities in the Tutorial section of the main website: http://deltawebsites/learn/tutorials#entities01
Classes
Class | Description | |
---|---|---|
DrawableEntity |
Drawable components like Entity2D or Entity3D will interpolate between update ticks.
NextUpdateStarted marks the beginning of an update tick to copy interpolatable data, it can
also be used to check if any data has changed since last time and if something needs updating.
View code on GitHub | |
DrawableEntity ArrayWithLerpElementsForInterpolationWasNotFound | ||
DrawableEntity ListWithLerpElementsForInterpolationWasNotFound | ||
EntitiesRunner |
Keeps a list of all active entities and manages all behaviors for entities. Updating is done
at a fixed time step (e.g. 0.1). Drawing has read-only access, it runs as quickly as possible
(60fps+). Details: http://gafferongames.com/game-physics/fix-your-timestep/
View code on GitHub | |
EntitiesRunner EntityAlreadyAdded | ||
EntitiesRunner InvalidUpdatePerSecondSettings | ||
EntitiesRunner UnableToResolveBehavior | ||
EntitiesRunner YouAreNotAllowedToDrawOutsideOfTheDrawLoop | ||
EntitiesRunner YouAreNotAllowedToSetAnEntityComponentInsideTheDrawLoop | ||
Entity |
Each entity has a name, unique components for data and behaviors for logic attached to them.
Entities are used for all engine objects, rendering, game objects, ui, physics, etc.
View code on GitHub | |
Entity ComponentNotFound | ||
Entity ComponentOfTheSameTypeAddedMoreThanOnce | ||
Entity InstantiatedHandlerAddedToEntity | ||
Entity UnableToCreateEntityWithoutInitializedResolverAndEntitiesRunner | ||
Time |
Easily access the current update time step delta, which defaults to 0.05 (20 updates/sec).
View code on GitHub | |
UpdateBehavior |
Goes through all entities of a specific type each update tick.
View code on GitHub |
Interfaces
Interface | Description | |
---|---|---|
BehaviorResolver |
Abstract factory to provide access to create entity behaviors on demand via the resolver.
View code on GitHub | |
DrawBehavior |
Draws all entities at the same level of priority.
View code on GitHub | |
Filtered |
Allows entities to be easily filtered so that only specific ones are updated.
View code on GitHub | |
HierarchyObject2D | ||
HierarchyObject3D | ||
RapidUpdateable |
Certain entities need to be updated more often than normally - eg. Physics. RapidUpdate is
called 60 times per second by default (no matter how fast the game runs).
If IsPauseable returns true, when the app is paused RapidUpdate will not get called.
View code on GitHub | |
Updateable |
Adding this interface to an Entity will cause its Update method to get called at, by default,
20 times per second, at the given UpdatePriority for each active entity.
If IsPauseable returns true, when the app is paused Update will not get called.
View code on GitHub |
Enumerations
Enumeration | Description | |
---|---|---|
Priority |
Entity behaviors are processed in order from First priority to Last. Normal is the default.
View code on GitHub | |
UpdateDrawState |
The type of processing EntitiesRunner is currently undertaking.
View code on GitHub |