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Class: NodeTransformSystem ​

ECS → renderer bridge. Pushes world transform (2D slice), activeInHierarchy, and layer.

Container pivot stays at (0,0) on purpose. The entity's world position IS the anchor's world location — that's how TransformSystem composes children. Drawables handle their own anchor offset (Sprite via sprite.anchor, BlockInput via hit-area offset, DebugDraw computes corners directly). Adding container.pivot on top would double-apply and shift sprites by anchor*size.

Extends ​

Constructors ​

Constructor ​

ts
new NodeTransformSystem(): NodeTransformSystem;

Returns ​

NodeTransformSystem

Inherited from ​

System.constructor

Properties ​

PropertyModifierTypeDefault valueInherited from
enabledpublicbooleantrueSystem.enabled
parallelpublicbooleanfalseSystem.parallel

Methods ​

GetName() ​

ts
GetName(): string;

Returns ​

string

Overrides ​

System.GetName


GetPhase() ​

ts
GetPhase(): SystemPhase;

Returns ​

SystemPhase

Overrides ​

System.GetPhase


OnClose() ​

ts
OnClose(): void;

Returns ​

void

Inherited from ​

System.OnClose


OnInit() ​

ts
OnInit(_engine): void;

Parameters ​

ParameterType
_engineIEngine

Returns ​

void

Inherited from ​

System.OnInit


OnRender() ​

ts
OnRender(scene, renderer): void;

Parameters ​

ParameterType
sceneScene
rendererIRenderer

Returns ​

void

Overrides ​

System.OnRender


OnRendererChanged() ​

ts
OnRendererChanged(_renderer): void;

Parameters ​

ParameterType
_rendererIRenderer

Returns ​

void

Inherited from ​

System.OnRendererChanged


OnStart() ​

ts
OnStart(_scene, _renderer): void;

Parameters ​

ParameterType
_sceneScene
_rendererIRenderer

Returns ​

void

Inherited from ​

System.OnStart


OnStop() ​

ts
OnStop(_scene): void;

Parameters ​

ParameterType
_sceneScene

Returns ​

void

Inherited from ​

System.OnStop


OnUpdate() ​

ts
OnUpdate(_scene, _dt): void | Promise<void>;

Parameters ​

ParameterType
_sceneScene
_dtnumber

Returns ​

void | Promise<void>

Inherited from ​

System.OnUpdate

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