πŸ“¦ JEAccelerationSystem

Technical reference for the JEAccelerationSystem class of JarEngine.

Inherit from β€’>JEInternSystems<β€’πŸ“Ž

⚠️ Internal Class Warning

This class is part of JarEngine’s 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.


πŸ”Ή 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.


πŸ”Ή Location

JarEngine
β”‚
β”œβ”€β”€ systems
β”‚     └── JEAccelerationSystem
β”‚
└── ...

πŸ”Ή Data

No public data nor property


πŸ”Ή 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.

πŸ”Ή Usage

from jarengine import Games

game = Games.JEGame()

acceleration_system = Games.Systems.JEAccelerationSystem(game)

game.add_system(acceleration_system)