Whether this entity is active, if set to false it will be reclaimed
Observable that keeps track of component add or remove changes on the entity
Direct access to the game object event dispatcher.
The unique identifier for the entity
The scene that the entity is in, if any
Gets whether the actor is Initialized
Specifically get the tags on the entity from TagComponent
The types of the components on the Entity
Internal
It is not recommended that internal excalibur methods be overridden, do so at your own risk.
Internal _preupdate handler for onPostUpdate lifecycle event
Internal
It is not recommended that internal excalibur methods be overridden, do so at your own risk.
Internal _preupdate handler for onPreUpdate lifecycle event
Protected
_setAdds a component to the entity
Component or Entity to add copy of components from
Optionally overwrite any existing components of the same type
Adds a copy of all the components from another template entity as a "prefab"
Entity to use as a template
Force component replacement if it already exists on the target entity
Get a component by type with typecheck
(Does not work on tag components, use .hasTag("mytag") instead)
Check if a component type exists
Alias for removeEventListener
. If only the eventName is specified
it will remove all handlers registered for that specific event. If the eventName
and the handler instance are specified only that handler will be removed.
Name of the event to listen for
Optional
handler: ((event: any) => void)Event handler for the thrown event
Alias for addEventListener
. You can listen for a variety of
events off of the engine; see the events section below for a complete list.
Name of the event to listen for
Event handler for the thrown event
Once listens to an event one time, then unsubscribes from that event
The name of the event to subscribe to once
The handler of the event that will be auto unsubscribed
Removes a component from the entity, by default removals are deferred to the end of entity update to avoid consistency issues
Components can be force removed with the force
flag, the removal is not deferred and happens immediately
Particle is used in a ParticleEmitter