π¦ JEAccelerationSystem
Technical reference for the
JEAccelerationSystemclass of JarEngine.
Inherit from
β’>JEInternSystems<β’π
β οΈ Internal Class Warning
This class is part of JarEngineβs internal architecture and is not intended for normal user usage.
Direct usage or modification may break engine behavior. Use only when creating advanced extensions, custom systems, or engine-level features.
πΉ Overview
JEAccelerationSystem is responsible for updating the acceleration logic of entities.
Provides:
- Entity acceleration processing through the JarEngine system architecture.
- Automatic integration with the game update cycle.
- Access to entity containers and timing information.
Internal system used by the engine to process acceleration-related behavior on entities during the update phase. It extends JEInternSystems and follows the ECS (Entity Component System) architecture of JarEngine.
πΉ Location
JarEngine
β
βββ systems
β βββ JEAccelerationSystem
β
βββ ...
πΉ Data
No public data nor property
πΉ API
| Function | Arguments | Returns | Description |
|---|---|---|---|
__init__ |
owner: JEGame |
Β | Creates an acceleration system attached to a game instance. |
update |
window: JEWindow, entity: JEEntity, entities: JEContainer[JEEntity], dt: float |
Β | Updates the acceleration of an entity during the game update cycle. |
πΉ Usage
from jarengine import Games
game = Games.JEGame()
acceleration_system = Games.Systems.JEAccelerationSystem(game)
game.add_system(acceleration_system)