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denniskaselow / dartemis / #215

24 Sep 2024 03:29PM UTC coverage: 72.782% (-0.01%) from 72.795%
#215

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denniskaselow
Bump the github-actions group with 2 updates

Bumps the github-actions group with 2 updates: [actions/checkout](https://github.com/actions/checkout) and [dart-lang/setup-dart](https://github.com/dart-lang/setup-dart).


Updates `actions/checkout` from 3 to 4
- [Release notes](https://github.com/actions/checkout/releases)
- [Changelog](https://github.com/actions/checkout/blob/main/CHANGELOG.md)
- [Commits](https://github.com/actions/checkout/compare/v3...v4)

Updates `dart-lang/setup-dart` from 1.3 to 1.4
- [Release notes](https://github.com/dart-lang/setup-dart/releases)
- [Changelog](https://github.com/dart-lang/setup-dart/blob/main/CHANGELOG.md)
- [Commits](https://github.com/dart-lang/setup-dart/compare/v1.3...v1.4)

---
updated-dependencies:
- dependency-name: actions/checkout
  dependency-type: direct:production
  update-type: version-update:semver-major
  dependency-group: github-actions
- dependency-name: dart-lang/setup-dart
  dependency-type: direct:production
  update-type: version-update:semver-minor
  dependency-group: github-actions
...

Signed-off-by: dependabot[bot] <support@github.com>

484 of 665 relevant lines covered (72.78%)

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0.0
/lib/src/core/systems/interval_entity_processing_system.dart
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part of '../../../dartemis.dart';
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/// If you need to process entities at a certain interval then use this.
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/// A typical usage would be to regenerate ammo or health at certain intervals,
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/// no need to do that every game loop, but perhaps every 100 ms. or every
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/// second.
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abstract class IntervalEntityProcessingSystem extends IntervalEntitySystem {
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  /// Create a new [IntervalEntityProcessingSystem]. It requires at least one
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  /// component.
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  IntervalEntityProcessingSystem(
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    super.interval,
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    super.aspect, {
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    super.group,
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    super.passive,
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  });
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  /// Process an [entity] this system is interested in.
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  void processEntity(Entity entity);
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  @override
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  void processEntities(Iterable<Entity> entities) =>
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      entities.forEach(processEntity);
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}
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