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Hierarchy

Implements

Index

Constructors

Properties

coordPlane: CoordPlane = CoordPlane.World

The 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

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

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

posChanged$: Util.Observable<Vector> = ...

Observable that notifies when the position changes

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

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

zIndexChanged$: Util.Observable<number> = ...

Observable that emits when the z index changes on this component

Accessors

  • get dirty(): boolean
  • get globalRotation(): number
  • set globalRotation(val: number): void
  • get rotation(): number
  • set rotation(val: number): void
  • get z(): number
  • set z(val: number): void

Methods

  • onRemove(previousOwner: Entity): void