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    Class WorldSystemAbstract

    Abstract base class for world-level systems.

    World systems operate at the global level and persist across scene changes. They're typically used for core engine functionality like rendering, input, and audio.

    Hierarchy (View Summary)

    Index
    • Creates the system.

      Parameters

      • Optionaloptions: object

        The system's options. Fields marked with DefineField take their values from options, or its decorated fields keep their initial values.

      Returns WorldSystem

    systemName: string

    The name the configuration uses for the system.

    DefineSystem sets it, so a game usually does not assign it.

    • Called with fixed timestep for physics calculations

      Returns void

    • Called when a scene becomes active

      Parameters

      Returns void

    • Called when a scene becomes inactive, but still remains in memory

      Parameters

      Returns void

    • Called when a scene is loaded. Used to load required resources for the system such as images, fonts, etc.

      Parameters

      Returns Promise<void>

    • Called when the world is being destroyed

      Parameters

      Returns void

    • Called when the world is first loaded. Used to load global resources such as the bundle with the game user interface

      Parameters

      Returns Promise<void>

    • Called when all global resources are loaded

      Parameters

      Returns void

    • Called every frame with variable timestep

      Returns void