Whether this entity is active, if set to false it will be reclaimed
Readonly
columnsObservable that keeps track of component add or remove changes on the entity
Listen to or emit events for an entity
The unique identifier for the entity
Readonly
rowsThe scene that the entity is in, if any
Readonly
tileReadonly
tileReadonly
tilesGets whether the actor is Initialized
Specifically get the tags on the entity from [[TagComponent]]
The types of the components on the Entity
Internal
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.
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
_setDraws the tile map to the screen. Called by the [[Scene]].
ExcaliburGraphicsContext
The number of milliseconds since the last draw
Optional
event: anyGet a component by type with typecheck
(Does not work on tag components, use .hasTag("mytag") instead)
Check if a component type exists
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.
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
Internal
Entity update lifecycle, called internally
The TileMap provides a mechanism for doing flat 2D tiles rendered in a grid.
TileMaps are useful for top down or side scrolling grid oriented games.