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Class CollisionsSystem

This system makes entities collide with each other

Hierarchy

Index

Constructors

constructor

Methods

draw

  • draw(parameters: any): void
  • Draws the visualization

    Parameters

    • parameters: any

    Returns void

internalCheckEntityShouldBeInTargetList

  • internalCheckEntityShouldBeInTargetList(entity: any): any

internalPopEntityIfMatching

  • internalPopEntityIfMatching(entity: any): void

internalPostLoadHook

  • internalPostLoadHook(): void

internalPushEntityIfMatching

  • internalPushEntityIfMatching(entity: any): void

internalRecomputeIfTransporterChanged

  • internalRecomputeIfTransporterChanged(building: any): void

internalRecomputeTargetEntities

  • internalRecomputeTargetEntities(): void

internalReconsiderEntityToAdd

  • internalReconsiderEntityToAdd(entity: any): void

internalRegisterEntity

  • internalRegisterEntity(entity: any): void

performEnemyToEnemyCollisions

  • performEnemyToEnemyCollisions(fromEntity: any, fromRadius: any, toEntity: any, toRadius: any): void
  • Performs collisions between two entities may get equal to toEntity

    Parameters

    • fromEntity: any
    • fromRadius: any
    • toEntity: any
    • toRadius: any

    Returns void

performEnemyToStaticEntityCollisions

  • performEnemyToStaticEntityCollisions(sourceEntity: any, sourceCircleRadius: any, destX: any, destY: any, destRadius: any, canJumpOver?: boolean): void
  • Performs collisions between the entity and a circle

    Parameters

    • sourceEntity: any
    • sourceCircleRadius: any
    • destX: any
    • destY: any
    • destRadius: any
    • Default value canJumpOver: boolean = false

    Returns void

startDraw

  • startDraw(parameters: any): void
  • see

    GameSystem.draw Wrapper arround the draw method

    Parameters

    • parameters: any

    Returns void

update

  • update(): void
  • Returns void