Hierarchy (view full)

Constructors

Properties

children: LifecycleProps[] = []

Each GameObject has children Lifecycle Objects.

createFunction: ((prefab) => Promise<void>)

Type declaration

    • (prefab): Promise<void>
    • Parameters

      Returns Promise<void>

destroy$: Subject<void> = ...

When Lifecycle Object is destroyed, it emits and closes this subject. Along with destroying his children, which in turn behave the same.

label: string

Each Lifecycle Object has label for pixi debugging.

scene?: SceneBase<Body> | Scene<Body>

Lifecycle Object may be added to a Scene Object.

update$: Subject<number> = ...

When Lifecycle Object is updated, it emits this subject. Along with updating his children, which in turn behave the same.

x: number

position x

y: number

position y

Methods

  • Updates the Lifecycle Object with actual deltaTime ~60fps

    Parameters

    • deltaTime: number

    Returns void