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.
Height of the tile in pixels
The unique identifier for the entity
Reference to the TileMap this tile is associated with
Width of the tile in pixels
Integer x coordinate of the tile
Integer y coordinate of the tile
Get the direct children of this entity
Gets whether the actor is Initialized
Return the world position of the top left corner of the tile
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
Initializes this entity, meant to be called by the Scene before first update not by users of Excalibur.
It is not recommended that internal excalibur methods be overridden, do so at your own risk.
It is not recommended that internal excalibur methods be overridden, do so at your own risk.
Internal _preupdate handler for onPostUpdate lifecycle event
It is not recommended that internal excalibur methods be overridden, do so at your own risk.
Internal _preupdate handler for onPreUpdate lifecycle event
Adds 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 tag to an entity
Entity
Clears all colliders from the Tile
Clear all graphics from this tile
Creates a deep copy of the entity and a copy of all its components
Emits a new event
Name of the event to emit
Data associated with this event
Get a component by type with typecheck
(Does not work on tag components, use .hasTag("mytag") instead)
Returns a list of parent entities starting with the topmost parent. Includes the current entity.
Returns the list of colliders
Returns a list of all the entities that descend from this entity. Includes the current entity.
Current list of graphics for this tile
Check if a component type exists
Check if a tag exists on the entity
name to check for
Kill the entity, means it will no longer be updated. Kills are deferred to the end of the update.
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
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
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) => {...})
Safe to override onPostUpdate lifecycle event handler. Synonymous with .on('postupdate', (evt) =>{...})
onPostUpdate
is called directly after an entity is updated.
Safe to override onPreUpdate lifecycle event handler. Synonymous with .on('preupdate', (evt) =>{...})
onPreUpdate
is called directly before an entity is updated.
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 all children from this entity
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
Removes a tag on the entity
Removals are deferred until the end of update
Remove component immediately, no deferred
Unparents this entity, if there is a parent. Otherwise it does nothing.
Entity update lifecycle, called internally
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.