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ActionsComponent

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 {
  // zero arg support required if you want to use component dependencies
  constructor(public optionalPos?: ex.Vector) {}
}

Hierarchy

Implements

Index

Constructors

constructor

Properties

dependencies

dependencies: (typeof TransformComponent | typeof MotionComponent)[] = ...

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

optionalowner

owner?: Entity<any> = undefined

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

Methods

publicblink

  • blink(timeVisible: number, timeNotVisible: number, numBlinks?: number): ActionContext
  • This method will cause an actor to blink (become visible and not visible). Optionally, you may specify the number of blinks. Specify the amount of time the actor should be visible per blink, and the amount of time not visible. This method is part of the actor 'Action' fluent API allowing action chaining.


    Parameters

    • timeVisible: number

      The amount of time to stay visible per blink in milliseconds

    • timeNotVisible: number

      The amount of time to stay not visible per blink in milliseconds

    • optionalnumBlinks: number

      The number of times to blink

    Returns ActionContext

publiccallMethod

  • This method allows you to call an arbitrary method as the next action in the action queue. This is useful if you want to execute code in after a specific action, i.e An actor arrives at a destination after traversing a path


    Parameters

    • method: () => any

      Returns ActionContext

    publicclearActions

    • clearActions(): void
    • Clears all queued actions from the Actor


      Returns void

    clone

    • Clones any properties on this component, if that property value has a clone() method it will be called


      Returns Component

    publicdelay

    • This method will delay the next action from executing for a certain amount of time (in milliseconds). This method is part of the actor 'Action' fluent API allowing action chaining.


      Parameters

      • time: number

        The amount of time to delay the next action in the queue from executing in milliseconds

      Returns ActionContext

    publicdie

    • This method will add an action to the queue that will remove the actor from the scene once it has completed its previous Any actions on the action queue after this action will not be executed.


      Returns ActionContext

    publiceaseBy

    • This method will move an actor by a specified vector offset relative to the current position given a duration and a EasingFunction. This method is part of the actor 'Action' fluent API allowing action chaining.


      Parameters

      Returns ActionContext

    publiceaseTo

    • This method will move an actor to the specified x and y position over the specified duration using a given EasingFunctions and return back the actor. This method is part of the actor 'Action' fluent API allowing action chaining.


      Parameters

      • pos: Vector

        The x,y vector location to move the actor to

      • duration: number

        The time it should take the actor to move to the new location in milliseconds

      • optionaleasingFcn: EasingFunction

        Use EasingFunctions or a custom function to use to calculate position, Default is EasingFunctions.Linear

      Returns ActionContext

    publicfade

    • This method will cause an actor's opacity to change from its current value to the provided value by a specified time (in milliseconds). This method is part of the actor 'Action' fluent API allowing action chaining.


      Parameters

      • opacity: number

        The ending opacity

      • time: number

        The time it should take to fade the actor (in milliseconds)

      Returns ActionContext

    publicfollow

    • This method will cause the entity to follow another at a specified distance


      Parameters

      • entity: Actor

        The entity to follow

      • optionalfollowDistance: number

        The distance to maintain when following, if not specified the actor will follow at the current distance.

      Returns ActionContext

    publicgetQueue

    • Returns the internal action queue


      Returns ActionQueue

      action queue

    publicmeet

    • This method will cause the entity to move towards another until they collide "meet" at a specified speed.


      Parameters

      • entity: Actor

        The entity to meet

      • optionalspeed: number

        The speed in pixels per second to move, if not specified it will match the speed of the other actor

      Returns ActionContext

    publicmoveBy

    • This method will move an actor by the specified x offset and y offset from its current position, at a certain speed. This method is part of the actor 'Action' fluent API allowing action chaining.


      Parameters

      • offset: Vector

        The (x, y) offset to apply to this actor

      • speed: number

        The speed in pixels per second the actor should move

      Returns ActionContext

    publicmoveTo

    • This method will move an actor to the specified x and y position at the speed specified (in pixels per second) and return back the actor. This method is part of the actor 'Action' fluent API allowing action chaining.


      Parameters

      • pos: Vector

        The x,y vector location to move the actor to

      • speed: number

        The speed in pixels per second to move

      Returns ActionContext

    onAdd

    • onAdd(entity: Entity<any>): void
    • Optional callback called when a component is added to an entity


      Parameters

      Returns void

    onRemove

    • onRemove(): void
    • Optional callback called when a component is removed from an entity


      Returns void

    publicrepeat

    • This method will cause the actor to repeat all of the actions built in the repeatBuilder callback. If the number of repeats is not specified it will repeat forever. This method is part of the actor 'Action' fluent API allowing action chaining

      // Move up in a zig-zag by repeated moveBy's
      actor.actions.repeat(repeatCtx => {
      repeatCtx.moveBy(10, 0, 10);
      repeatCtx.moveBy(0, 10, 10);
      }, 5);

      Parameters

      • repeatBuilder: (repeatContext: ActionContext) => any

        The builder to specify the repeatable list of actions

        • optionaltimes: number

          The number of times to repeat all the previous actions in the action queue. If nothing is specified the actions will repeat forever

        Returns ActionContext

      publicrepeatForever

      • This method will cause the actor to repeat all of the actions built in the repeatBuilder callback. If the number of repeats is not specified it will repeat forever. This method is part of the actor 'Action' fluent API allowing action chaining

        // Move up in a zig-zag by repeated moveBy's
        actor.actions.repeat(repeatCtx => {
        repeatCtx.moveBy(10, 0, 10);
        repeatCtx.moveBy(0, 10, 10);
        }, 5);

        Parameters

        • repeatBuilder: (repeatContext: ActionContext) => any

          The builder to specify the repeatable list of actions

          Returns ActionContext

        publicrotateBy

        • This method will rotate an actor by the specified angle offset, from it's current rotation given a certain speed in radians/sec and return back the actor. This method is part of the actor 'Action' fluent API allowing action chaining.


          Parameters

          • angleRadiansOffset: number

            The angle to rotate to in radians relative to the current rotation

          • speed: number

            The speed in radians/sec the actor should rotate at

          • optionalrotationType: RotationType

            The RotationType to use for this rotation, default is shortest path

          Returns ActionContext

        publicrotateTo

        • This method will rotate an actor to the specified angle at the speed specified (in radians per second) and return back the actor. This method is part of the actor 'Action' fluent API allowing action chaining.


          Parameters

          • angleRadians: number

            The angle to rotate to in radians

          • speed: number

            The angular velocity of the rotation specified in radians per second

          • optionalrotationType: RotationType

            The RotationType to use for this rotation

          Returns ActionContext

        publicrunAction

        publicscaleBy

        • This method will scale an actor by an amount relative to the current scale at a certain speed in scale units/sec and return back the actor. This method is part of the actor 'Action' fluent API allowing action chaining.


          Parameters

          • offset: Vector

            The scaling factor to apply to the actor

          • speed: number

            The speed to scale at in scale units/sec

          Returns ActionContext

        publicscaleTo

        • This method will scale an actor to the specified size at the speed specified (in magnitude increase per second) and return back the actor. This method is part of the actor 'Action' fluent API allowing action chaining.


          Parameters

          • size: Vector

            The scale to adjust the actor to over time

          • speed: Vector

            The speed of scaling specified in magnitude increase per second

          Returns ActionContext

        publictoPromise

        • toPromise(): Promise<void>
        • Returns a promise that resolves when the current action queue up to now is finished.


          Returns Promise<void>

        publicupdate

        • update(elapsedMs: number): void
        • Updates the internal action context, performing action and moving through the internal queue


          Parameters

          • elapsedMs: number

          Returns void