The acceleration of entity in pixels per second^2
The angular velocity which is how quickly the entity is rotating in radians per second
Optional
Readonly
dependenciesOptionally list any component types this component depends on If the owner entity does not have these components, new components will be added to the entity
Only components with zero-arg constructors are supported as automatic component dependencies
Inertia can be thought of as the resistance to motion
Optional
Readonly
optionalOptional
ownerThe scale rate of change in scale units per second
The amount of torque applied to the entity, angular acceleration is torque * inertia
Readonly
typeType of this component, must be a unique type among component types in you game.
The velocity of an entity in pixels per second
Clones any properties on this component, if that property value has a clone()
method it will be called
Optional
onOptional
on
Components are containers for state in Excalibur, the are meant to convey capabilities that an Entity possesses
Implementations of Component must have a zero-arg constructor to support dependencies