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Slide

Slide`s between the previous scene and the destination scene

Note: Slide` only works as an "in" transition

Hierarchy

Index

Constructors

constructor

Properties

readonlyblockInput

blockInput: boolean

publicchildrenAdded$

childrenAdded$: Observable<Entity<any>> = ...

publicchildrenRemoved$

childrenRemoved$: Observable<Entity<any>> = ...

publiccomponentAdded$

componentAdded$: Observable<Component> = ...

publiccomponentRemoved$

componentRemoved$: Observable<Component> = ...

publiccomponentValues

componentValues: Component[] = []

publicreadonlycomponents

components: Map<Function, Component> = ...

Current components on the entity

Do not modify

Use addComponent/removeComponent otherwise the ECS will not be notified of changes.

readonlydirection

direction: in | out

publicdone

done: Promise<void> = ...

readonlyduration

duration: number

readonlyeasing

easing: EasingFunction<number>

publicevents

events: EventEmitter<EntityEvents> = ...

Listen to or emit events for an entity

graphics

graphics: GraphicsComponent = ...

readonlyhideLoader

hideLoader: boolean

publicid

id: number = ...

The unique identifier for the entity

publicisActive

isActive: boolean = true

Whether this entity is active, if set to false it will be reclaimed

publicname

name: string = ...

publicscene

scene: Scene<unknown> = null

The current scene that the entity is in, if any

readonlyslideDirection

slideDirection: down | up | left | right

publicstarted

started: boolean = false

publictagAdded$

tagAdded$: Observable<string> = ...

publictagRemoved$

tagRemoved$: Observable<string> = ...

transform

transform: TransformComponent = ...

Accessors

publicactive

  • get active(): boolean
  • set active(val: boolean): void
  • Whether this entity is active, if set to false it will be reclaimed

    @deprecated

    use isActive


    Returns boolean

  • Whether this entity is active, if set to false it will be reclaimed

    @deprecated

    use isActive


    Parameters

    • val: boolean

    Returns void

publicchildren

  • get children(): readonly Entity<any>[]
  • Get the direct children of this entity


    Returns readonly Entity<any>[]

complete

  • get complete(): boolean
  • Returns boolean

publicisAdded

  • get isAdded(): boolean
  • Returns boolean

publicisInitialized

  • get isInitialized(): boolean
  • Gets whether the actor is Initialized


    Returns boolean

publicparent

  • Returns Entity<any>

progress

  • get progress(): number
  • Returns a number between [0, 1] indicating what state the transition is in.

    • For 'out' direction transitions start at 0 and end at 1
    • For 'in' direction transitions start at 1 and end at 0

    Returns number

publictags

  • get tags(): Set<string>
  • Specifically get the tags on the entity from TagsComponent


    Returns Set<string>

publictypes

  • The types of the components on the Entity


    Returns ComponentCtor[]

Methods

publicaddChild

  • Adds an entity to be a child of this entity


    Parameters

    Returns Entity<any>

publicaddComponent

  • addComponent<TComponent>(component: TComponent, force?: boolean): Entity<any>
  • Adds a component to the entity


    Type parameters

    Parameters

    • component: TComponent

      Component or Entity to add copy of components from

    • force: boolean = false

      Optionally overwrite any existing components of the same type

    Returns Entity<any>

publicaddTag

  • addTag(tag: string): Entity<any>
  • Adds a tag to an entity


    Parameters

    • tag: string

    Returns Entity<any>

publicaddTemplate

  • addTemplate(templateEntity: Entity<any>, force?: boolean): Entity<any>
  • Adds a copy of all the components from another template entity as a "prefab"


    Parameters

    • templateEntity: Entity<any>

      Entity to use as a template

    • force: boolean = false

      Force component replacement if it already exists on the target entity

    Returns Entity<any>

publicclearComponents

  • clearComponents(): void
  • Returns void

publicclone

  • Creates a deep copy of the entity and a copy of all its components


    Returns Entity<any>

publicemit

  • emit<TEventName>(eventName: TEventName, event: EntityEvents[TEventName]): void
  • emit(eventName: string, event?: any): void

get

publicgetAncestors

  • Returns a list of parent entities starting with the topmost parent. Includes the current entity.


    Returns Entity<any>[]

publicgetComponents

  • Returns all component instances on entity


    Returns Component[]

publicgetDescendants

  • getDescendants(): Entity<any>[]
  • Returns a list of all the entities that descend from this entity. Includes the current entity.


    Returns Entity<any>[]

publichas

  • Check if a component type exists


    Type parameters

    Parameters

    Returns boolean

hasAll

  • hasAll<TComponent>(requiredTypes: ComponentCtor<TComponent>[]): boolean
  • Verifies that an entity has all the required types


    Type parameters

    Parameters

    Returns boolean

hasAllTags

  • hasAllTags(requiredTags: string[]): boolean
  • Verifies that an entity has all the required tags


    Parameters

    • requiredTags: string[]

    Returns boolean

publichasTag

  • hasTag(tag: string): boolean
  • Check if a tag exists on the entity


    Parameters

    • tag: string

      name to check for

    Returns boolean

publicisKilled

  • isKilled(): boolean
  • Returns boolean

publickill

  • kill(): void
  • Kill the entity, means it will no longer be updated. Kills are deferred to the end of the update. If parented it will be removed from the parent when killed.


    Returns void

publicoff

  • off<TEventName>(eventName: TEventName, handler: Handler<EntityEvents[TEventName]>): void
  • off(eventName: string, handler: Handler<unknown>): void
  • off(eventName: string): void

publicon

publiconAdd

  • onAdd(engine: Engine<any>): void
  • onAdd is called when Actor is added to scene. This method is meant to be overridden.

    Synonymous with the event handler .on('add', (evt) => {...})


    Parameters

    Returns void

onEnd

  • onEnd(progress: number): void
  • Overridable lifecycle method, called at the end of the transition,

    progress is given between 0 and 1


    Parameters

    • progress: number

    Returns void

onInitialize

  • onInitialize(engine: Engine<any>): void
  • onInitialize is called before the first update of the entity. This method is meant to be overridden.

    Synonymous with the event handler .on('initialize', (evt) => {...})


    Parameters

    Returns void

publiconPostUpdate

  • onPostUpdate(engine: Engine<any>, elapsed: number): void
  • Safe to override onPostUpdate lifecycle event handler. Synonymous with .on('postupdate', (evt) =>{...})

    onPostUpdate is called directly after an entity is updated.


    Parameters

    • engine: Engine<any>
    • elapsed: number

    Returns void

publiconPreUpdate

  • onPreUpdate(engine: Engine<any>, elapsed: number): void
  • Safe to override onPreUpdate lifecycle event handler. Synonymous with .on('preupdate', (evt) =>{...})

    onPreUpdate is called directly before an entity is updated.


    Parameters

    • engine: Engine<any>
    • elapsed: number

    Returns void

onPreviousSceneDeactivate

  • onPreviousSceneDeactivate(scene: Scene<unknown>): Promise<void>
  • Overridable lifecycle method, called right before the previous scene has deactivated.

    This gives incoming transition a chance to grab info from previous scene if desired


    Parameters

    Returns Promise<void>

publiconRemove

  • onRemove(engine: Engine<any>): void
  • onRemove is called when Actor is added to scene. This method is meant to be overridden.

    Synonymous with the event handler .on('remove', (evt) => {...})


    Parameters

    Returns void

onReset

  • onReset(): void
  • Overridable lifecycle method, called when the transition is reset

    Use this to override and provide your own reset logic for internal state in custom transition implementations


    Returns void

onStart

  • onStart(progress: number): void
  • Overridable lifecycle method, called once at the beginning of the transition

    progress is given between 0 and 1


    Parameters

    • progress: number

    Returns void

onUpdate

  • onUpdate(progress: number): void
  • Overridable lifecycle method, called every frame of the transition

    progress is given between 0 and 1


    Parameters

    • progress: number

    Returns void

publiconce

publicremoveAllChildren

  • removeAllChildren(): Entity<any>
  • Removes all children from this entity


    Returns Entity<any>

publicremoveChild

  • Remove an entity from children if it exists


    Parameters

    Returns Entity<any>

publicremoveComponent

  • removeComponent<TComponent>(typeOrInstance: TComponent | ComponentCtor<TComponent>, force?: boolean): Entity<Exclude<any, TComponent>>
  • 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


    Type parameters

    Parameters

    • typeOrInstance: TComponent | ComponentCtor<TComponent>
    • force: boolean = false

    Returns Entity<Exclude<any, TComponent>>

publicremoveTag

  • removeTag(tag: string): Entity<any>
  • Removes a tag on the entity

    Removals are deferred until the end of update


    Parameters

    • tag: string

    Returns Entity<any>

reset

  • reset(): void
  • reset() is called by the engine to reset transitions


    Returns void

publicunparent

  • unparent(): void
  • Unparents this entity, if there is a parent. Otherwise it does nothing.


    Returns void

publicupdateTransition

  • updateTransition(engine: Engine<any>, elapsed: number): void
  • Overridable lifecycle method, called before each update.

    WARNING BE SURE to call super.updateTransition() if overriding in your own custom implementation


    Parameters

    • engine: Engine<any>
    • elapsed: number

    Returns void