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
Arbitrary data storage per tile, useful for any game specific data
Direct access to the game object event dispatcher.
Readonly
heightHeight of the tile in pixels
The unique identifier for the entity
Reference to the TileMap this tile is associated with
The scene that the entity is in, if any
Readonly
widthWidth of the tile in pixels
Readonly
xInteger x coordinate of the tile
Readonly
yInteger y coordinate of the tile
Gets whether the actor is Initialized
Wether this tile should be treated as solid by the tilemap
Wether this tile should be treated as solid by the tilemap
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 custom collider to the Tile to use instead of it's bounds
If no collider is set but Tile.solid is set, the tile bounds are used as a collider.
Note! the Tile.solid must be set to true for it to act as a "fixed" collider
Adds 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
Clears all colliders from the Tile
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
TileMap Tile
A light-weight object that occupies a space in a collision map. Generally created by a TileMap.
Tiles can draw multiple sprites. Note that the order of drawing is the order of the sprites in the array so the last one will be drawn on top. You can use transparency to create layers this way.