Components are containers for state in Excalibur, the are meant to convey capabilities that an Entity possesses

Implementations of Component must have a zero-arg constructor to support dependencies

class MyComponent extends ex.Component<'my'> {
public readonly type = 'my';
// zero arg support required if you want to use component dependencies
constructor(public optionalPos?: ex.Vector) {}




coordPlane: CoordPlane = CoordPlane.World

The [[CoordPlane|coordinate plane|]] for this transform for the entity.

dependencies?: ComponentCtor<Component<string>>[]

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

optional?: ComponentCtor<Component<string>>[]
owner?: Entity = null

Current owning [[Entity]], if any, of this component. Null if not added to any [[Entity]]

type: "ex.transform" = 'ex.transform'

Type of this component, must be a unique type among component types in you game.

zIndexChanged$: Observable<number> = ...

Observable that emits when the z index changes on this component