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import {_EngineManager} from 'seed-engine/src/manager/EngineManager.js'
private class | source

_EngineManager

You can directly use an instance of this class. EngineManager

Extends:

Manager → _EngineManager

A singleton & Manager.

This class manages the core ECS system & game loop. It calls all other Managers required to start.

TODO: This system will be rewritten to allow Manager plugins to be added by the user without editing the Engine.

Constructor Summary

Public Constructor
public

Member Summary

Public Members
public
public
public

Method Summary

Public Methods
public

end()

Ends the Engine by calling all manager end functions.

public

pause()

Pauses the Engine by calling all manager pause functions.

public

start()

Called when the Engine should start all systems.

public

Unpauses the Engine by calling all manager unpause functions.

public

update()

The EngineManager sets up a loop on start() to call this function.

Inherited Summary

From class Manager
public

end()

public

pause()

public

start()

public
public

update()

Public Constructors

public constructor() source

Override:

Manager#constructor

Public Members

public MS_PER_FRAME: number source

public coreUpdateLoopHandle: * source

public hasPaused: boolean source

Public Methods

public end() source

Ends the Engine by calling all manager end functions.

Override:

Manager#end

public pause() source

Pauses the Engine by calling all manager pause functions.

Override:

Manager#pause

public start() source

Called when the Engine should start all systems. This also includes specific setup code to get the game running, including setting up the render loop.

Override:

Manager#start

public unpause() source

Unpauses the Engine by calling all manager unpause functions.

Override:

Manager#unpause

public update() source

The EngineManager sets up a loop on start() to call this function. Recalling this function will force a game update.

Override:

Manager#update