SpriteSystem

EntitySystemceramic.SpriteSystem (Class)

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

sprite
shared: SpriteSystem

Shared sprite system singleton. Automatically created on first access.

Private Members

sprite
sprites: Array<Sprite<Any>>

Internal array of all active sprites. Uses Dynamic type on C# target for compatibility.


sprite
lateUpdate(delta: Float): Void

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

sprite
new(): Void

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