The angular velocity which is how quickly the entity is rotating in radians per second
Optionally 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
The scale rate of change in scale units per second
The amount of torque applied to the entity, angular acceleration is torque * inertia
Type 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 callback called when a component is added to an entity
Optional callback called when a component is added to an entity
The acceleration of entity in pixels per second^2