SpriteSystem
System that manages automatic updates for all Sprite instances. Handles animation frame progression and timing for sprites with autoUpdate enabled.
This system is automatically created as a singleton and runs during the late update phase to ensure sprites are updated after all other logic.
Sprites are automatically registered/unregistered when created/destroyed.
Static Members
Shared sprite system singleton. Automatically created on first access.
Private Members
Internal array of all active sprites. Uses Dynamic type on C# target for compatibility.
Update all sprites that have autoUpdate enabled and are not paused. Works on a copy of the sprite list to avoid issues if sprites are created or destroyed during iteration.
Name | Type | Description |
---|---|---|
delta |
Float | Time elapsed since last frame in seconds |
Metadata
Name | Parameters |
---|---|
:build |
tracker.macros.EventsMacro.build() |
:autoBuild |
tracker.macros.EventsMacro.build() |
:build |
ceramic.macros.EntityMacro.buildForCompletion() |
:autoBuild |
ceramic.macros.EntityMacro.buildForCompletion() |
:allow |
ceramic.Sprite |