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IteratingSystem
        Daan van Yperen edited this page Sep 29, 2015 
        ·
        5 revisions
      
    Processes all entities matching an Aspect iteratively when World ticks.
public class CookieBakingSystem extends IteratingSystem {
	ComponentMapper<Baked> mBaked; // injected automatically.
	public CookieBakingSystem() {               
		super(Aspect.all(Cookie.class).exclude(Baked.class)); 
		// match all unbaked cookies.
	}
	/* called for each matching entity. */
	@Override
	protected void process(int e) {
		mBaked.create(e); // bake cookie! (adds Bake component if missing)
	}
}Override the following methods in your EntityProcessingSystem to integrate your game logic.
- 
initialize()- Manually initialize. (odb injects what you need, see @Wire!)
- 
begin()- Called before the entities are processed.
- 
process(int e)- Called for every Aspect matching entity.
- 
end()- Called after the entities have been processed.
- 
inserted(int e)- entity matches composition (created or altered).
- 
removed(int e)- entity lost composition (deleted or altered).
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