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Hierarchy

  • Entity

Index

Constructors

constructor

Properties

Private components

components: Component[]

Private cr

Private id

id: number

Private obb

obb: OBB

Private position

position: Vector2

Private rotation

rotation: number

Private shape

shape: Shape

Private started

started: boolean

Private useGravity

useGravity: boolean

Private velocity

velocity: Vector2

Private world

world: World

Static Private ids

ids: number = 0

Methods

addComponent

  • addComponent<T>(type: object): T

Private checkForCollision

  • checkForCollision(savedPos: any): void

destroy

  • destroy(): void

getCollisionResponse

getID

  • getID(): number

getOBB

  • getOBB(): OBB

getPosition

getRotation

  • getRotation(): number

getShape

getVelocity

getWorld

isUsingGravity

  • isUsingGravity(): boolean

removeComponent

  • removeComponent(className: string): void

render

  • render(): void

setCollisionResponse

setOBB

  • setOBB(obb: OBB): void

setPosition

  • setPosition(position: Vector2): void

setRotation

  • setRotation(rotation: number): void

setShape

  • setShape(shape: Shape): void

setUseGravity

  • setUseGravity(useGravity: boolean): void

setVelocity

  • setVelocity(velocity: Vector2): void

setWorld

  • setWorld(world: World): void

update

  • update(deltaTime: number): void

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