Components

Components are a useful tool for storing data associated with an entity. Components can be used with Systems to implement complex behavior. Sometimes Components can be a better choice than creating an inherited

Custom Components

To create a new component, you must extend the built in component class.

It is important to select a unique component type name, otherwise the excalibur system runtime will be confused.

Type names with the prefix "ex." are reserved for excalibur

export class MyComponent extends ex.Component<'mycomponent'> {
  // Unique type name is required
  public readonly type = 'mycomponent'

  public mydata: string = 'my custom data'
}

Built in Excalibur Components

TagComponent

Tag components are useful when you want to flag an entity with something, for example "offscreen". A good way to think about it is to use a flag for a non-default state. They are a special component that is only a type.

const entity = new ex.Entity()
entity.addComponent(new ex.TagComponent('offscreen'))

console.log(entity.tags) // ['offscreen']

TransformComponent

The Excalibur TransformComponent component primarily keeps track of the z-index position, rotation, and scale of an entity.

Additionally it keeps track of the coordinate plane which is whether it draws to the CoordPlane.Screen or part of the CoordPlane.World. The default is drawing in CoordPlane.World which shifts the entities in "world space" by the position of the current Camera If you are drawing in CoordPlane.Screen the entity is not influenced by the camera, for example an entity at (0, 0) will always be at the top left of the screen regardless of what happens to the current Camera.