@pietal.dev/engine
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    Interface TGameObject<TSprite, TBody>

    interface TGameObject<TSprite = Animator, TBody = CircleBody> {
        body: TBody;
        children: LifecycleProps[];
        destroy$: Subject<void>;
        gameObject?: GameObjectParent;
        label: string;
        sprite: TSprite;
        target?: Vector;
        update$: Subject<number>;
        x: number;
        y: number;
        get scene(): SceneType;
        addChild(...children: LifecycleProps[]): void;
        destroy(): void;
        getChildOfType(type: string): LifecycleProps;
        getChildrenOfType(type: string): LifecycleProps[];
        recursive(
            child: LifecycleProps,
            callback: (deep: LifecycleProps) => void,
        ): void;
        removeChild(...children: LifecycleProps[]): void;
        update(deltaTime: number): void;
    }

    Type Parameters

    Hierarchy (View Summary)

    Index

    Properties

    body: TBody
    children: LifecycleProps[] = []

    Lifecycles can have children Lifecycles

    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.

    gameObject?: GameObjectParent

    Lifecycle Object may be added to a Scene Object.

    label: string

    Each Lifecycle Object has label for pixi debugging.

    sprite: TSprite
    target?: Vector
    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

    Accessors

    Methods