RigidBodyComponent
Defined in: physics/src/RigidBodyComponent.ts:38
Wraps a Rapier rigid body. All public API values are in pixels.
Component ordering: Transform must be added before RigidBodyComponent.
Extends
Section titled “Extends”Component
Constructors
Section titled “Constructors”Constructor
Section titled “Constructor”new RigidBodyComponent(
config):RigidBodyComponent
Defined in: physics/src/RigidBodyComponent.ts:85
Parameters
Section titled “Parameters”config
Section titled “config”Returns
Section titled “Returns”RigidBodyComponent
Overrides
Section titled “Overrides”Component.constructor
Properties
Section titled “Properties”_bodyHandle
Section titled “_bodyHandle”_bodyHandle:
number=-1
Defined in: physics/src/RigidBodyComponent.ts:48
Internal
Rapier body handle, set during onAdd.
_currPositionX
Section titled “_currPositionX”_currPositionX:
number=0
Defined in: physics/src/RigidBodyComponent.ts:57
Internal
Current authoritative position (post physics step).
_currPositionY
Section titled “_currPositionY”_currPositionY:
number=0
Defined in: physics/src/RigidBodyComponent.ts:59
Internal
_currRotation
Section titled “_currRotation”_currRotation:
number=0
Defined in: physics/src/RigidBodyComponent.ts:61
Internal
Current authoritative rotation (post physics step).
_kinematicTargetPositionX
Section titled “_kinematicTargetPositionX”_kinematicTargetPositionX:
number=0
Defined in: physics/src/RigidBodyComponent.ts:63
Internal
Position the next step drives a kinematic body toward.
_kinematicTargetPositionY
Section titled “_kinematicTargetPositionY”_kinematicTargetPositionY:
number=0
Defined in: physics/src/RigidBodyComponent.ts:65
Internal
_kinematicTargetRotation
Section titled “_kinematicTargetRotation”_kinematicTargetRotation:
number=0
Defined in: physics/src/RigidBodyComponent.ts:67
Internal
Rotation the next step drives a kinematic body toward.
_lastWrittenPositionX
Section titled “_lastWrittenPositionX”_lastWrittenPositionX:
number=0
Defined in: physics/src/RigidBodyComponent.ts:74
Internal
Position physics last wrote to the Transform. A Transform that still holds it carries no game write to capture. Kept per frame for kinematic bodies; for dynamic and static bodies it is seeded on disable, so a Transform write while dormant reads as pending on enable.
_lastWrittenPositionY
Section titled “_lastWrittenPositionY”_lastWrittenPositionY:
number=0
Defined in: physics/src/RigidBodyComponent.ts:76
Internal
_lastWrittenRotation
Section titled “_lastWrittenRotation”_lastWrittenRotation:
number=0
Defined in: physics/src/RigidBodyComponent.ts:78
Internal
Rotation physics last wrote to the Transform.
_prevPositionX
Section titled “_prevPositionX”_prevPositionX:
number=0
Defined in: physics/src/RigidBodyComponent.ts:51
Internal
Previous position for interpolation.
_prevPositionY
Section titled “_prevPositionY”_prevPositionY:
number=0
Defined in: physics/src/RigidBodyComponent.ts:53
Internal
_prevRotation
Section titled “_prevRotation”_prevRotation:
number=0
Defined in: physics/src/RigidBodyComponent.ts:55
Internal
Previous rotation for interpolation.
entity
Section titled “entity”entity:
Entity
Defined in: core/dist/index.d.ts:4116
Back-reference to the owning entity. Set by the engine when the component is added to an entity. Do not set manually.
Inherited from
Section titled “Inherited from”Component.entity
syncRotation
Section titled “syncRotation”syncRotation:
boolean
Defined in: physics/src/RigidBodyComponent.ts:45
If false, physics will not write rotation back to Transform.
inspectExclude?
Section titled “inspectExclude?”
staticoptionalinspectExclude?: readonlystring[]
Defined in: core/dist/index.d.ts:4338
Own fields and getters the Inspector leaves out of this component’s reflected state. Use it for bulk data that is not worth a diagnostic copy — a parsed tilemap, a large lookup table. Lists merge down the class chain, so a subclass adds to its base class’s exclusions.
class TilemapComponent extends VisualComponent { static inspectExclude = ["data"];}Inherited from
Section titled “Inherited from”Component.inspectExclude
updatePriority?
Section titled “updatePriority?”
staticoptionalupdatePriority?:number
Defined in: core/dist/index.d.ts:4325
Class-level default for updatePriority: every instance runs at
this priority unless its own updatePriority is written. Undeclared = 0.
Subclasses inherit their base class’s value unless they declare their
own. Declare it on a component whose behavior depends on running after
(or before) a sibling, so the entity that adds it does not have to
control the add order.
class BoundsClamp extends Component { static updatePriority = 10; // after the follow that moves the camera}Inherited from
Section titled “Inherited from”Component.updatePriority
Accessors
Section titled “Accessors”context
Section titled “context”Get Signature
Section titled “Get Signature”get context():
EngineContext
Defined in: core/dist/index.d.ts:4171
Access the EngineContext from the entity’s scene. Throws if the entity is not in a scene.
Returns
Section titled “Returns”EngineContext
Inherited from
Section titled “Inherited from”Component.context
effectiveEnabled
Section titled “effectiveEnabled”Get Signature
Section titled “Get Signature”get effectiveEnabled():
boolean
Defined in: core/dist/index.d.ts:4141
Whether the component is actually running: enabled, on an active
entity, and past onAdd. This is the state onEnable and
onDisable track — read it when a method has to behave one way
live and another way dormant.
Returns
Section titled “Returns”boolean
Inherited from
Section titled “Inherited from”Component.effectiveEnabled
enabled
Section titled “enabled”Get Signature
Section titled “Get Signature”get enabled():
boolean
Defined in: core/dist/index.d.ts:4133
Whether this component runs. Disabled components are skipped by ComponentUpdateSystem.
Writing this fires onEnable / onDisable when the
effective state changes — enabled && entity.isActive. A component
disabled here stays disabled through a setActive(false) /
setActive(true) cycle on its entity.
Returns
Section titled “Returns”boolean
Set Signature
Section titled “Set Signature”set enabled(
value):void
Defined in: core/dist/index.d.ts:4134
Parameters
Section titled “Parameters”boolean
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.enabled
gravityScale
Section titled “gravityScale”Get Signature
Section titled “Get Signature”get gravityScale():
number
Defined in: physics/src/RigidBodyComponent.ts:403
Gravity multiplier for this body. 1 unless set.
Returns
Section titled “Returns”number
position
Section titled “position”Get Signature
Section titled “Get Signature”get position():
Vec2
Defined in: physics/src/RigidBodyComponent.ts:526
Body position in pixels — the exact simulated pose. A dynamic or
kinematic body’s Transform holds the interpolated pose that gets
drawn: smooth, and at most one fixed step behind this value.
Falls back to the entity’s world position when no Rapier body exists (e.g. after teardown has destroyed it).
Returns
Section titled “Returns”Vec2
positionX
Section titled “positionX”Get Signature
Section titled “Get Signature”get positionX():
number
Defined in: physics/src/RigidBodyComponent.ts:552
X component of the exact simulated position in pixels. Avoids the Vec2
allocation of position — prefer this and positionY on a per-frame
read path.
Returns
Section titled “Returns”number
positionY
Section titled “positionY”Get Signature
Section titled “Get Signature”get positionY():
number
Defined in: physics/src/RigidBodyComponent.ts:563
Y component of the exact simulated position in pixels. Avoids the Vec2
allocation of position.
Returns
Section titled “Returns”number
rotation
Section titled “rotation”Get Signature
Section titled “Get Signature”get rotation():
number
Defined in: physics/src/RigidBodyComponent.ts:577
Body rotation in radians — the exact simulated pose. A dynamic or
kinematic body’s Transform holds the interpolated rotation that gets
drawn: smooth, and at most one fixed step behind this value.
Falls back to the entity’s world rotation when no Rapier body exists.
Returns
Section titled “Returns”number
Get Signature
Section titled “Get Signature”get scene():
Scene
Defined in: core/dist/index.d.ts:4166
Access the entity’s scene. Throws if the entity is not in a scene.
Prefer this over threading through this.entity.scene in component
code.
Returns
Section titled “Returns”Scene
Inherited from
Section titled “Inherited from”Component.scene
Get Signature
Section titled “Get Signature”get speed():
number
Defined in: physics/src/RigidBodyComponent.ts:326
Speed (velocity magnitude) in pixels/s. No Vec2 allocation.
Returns
Section titled “Returns”number
speedSquared
Section titled “speedSquared”Get Signature
Section titled “Get Signature”get speedSquared():
number
Defined in: physics/src/RigidBodyComponent.ts:334
Squared speed in (pixels/s)². Cheaper than speed when only comparing
magnitudes (e.g. against a threshold).
Returns
Section titled “Returns”number
Get Signature
Section titled “Get Signature”get type():
BodyType
Defined in: physics/src/RigidBodyComponent.ts:40
Body type (dynamic, static, kinematic). setType changes it.
Returns
Section titled “Returns”updatePriority
Section titled “updatePriority”Get Signature
Section titled “Get Signature”get updatePriority():
number
Defined in: core/dist/index.d.ts:4159
Where this component runs among its siblings. ComponentUpdateSystem
calls update / fixedUpdate on an entity’s components in ascending
priority; equal priorities run in add order. Undeclared = 0, so a
negative value runs before siblings that keep the default and a positive
value runs after them. Writable at any time, before or after add().
Defaults to the class’s static updatePriority.
class Player extends Entity { setup() { this.add(new Mover()); this.add(new Brain()).updatePriority = -1; // decides before Mover moves }}Returns
Section titled “Returns”number
Set Signature
Section titled “Set Signature”set updatePriority(
value):void
Defined in: core/dist/index.d.ts:4160
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.updatePriority
velocityX
Section titled “velocityX”Get Signature
Section titled “Get Signature”get velocityX():
number
Defined in: physics/src/RigidBodyComponent.ts:309
X component of linear velocity in pixels/s. Avoids the Vec2
allocation of getVelocity() — prefer this and velocityY on a
per-frame read path. Reading both components calls into Rapier twice;
use getVelocityInto() to copy both coordinates with one read.
Returns
Section titled “Returns”number
velocityY
Section titled “velocityY”Get Signature
Section titled “Get Signature”get velocityY():
number
Defined in: physics/src/RigidBodyComponent.ts:319
Y component of linear velocity in pixels/s. Avoids the Vec2
allocation of getVelocity().
Returns
Section titled “Returns”number
Methods
Section titled “Methods”_applyEnabled()
Section titled “_applyEnabled()”_applyEnabled(
effective):void
Defined in: core/dist/index.d.ts:4273
Internal
Force an effective-enabled transition, firing the hook on a flip. Used by
Entity for teardown, where enabled and the entity’s activeness both
still read true.
Parameters
Section titled “Parameters”effective
Section titled “effective”boolean
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component._applyEnabled
_capturePendingTarget()
Section titled “_capturePendingTarget()”_capturePendingTarget():
void
Defined in: physics/src/RigidBodyComponent.ts:675
Internal
Adopt any pose the game wrote to the Transform as the kinematic step target. Runs before each physics step and before the interpolation lerp overwrites the Transform, so targets stay fresh even on frames that run several steps.
Returns
Section titled “Returns”void
_hasPendingTargetPosition()
Section titled “_hasPendingTargetPosition()”_hasPendingTargetPosition():
boolean
Defined in: physics/src/RigidBodyComponent.ts:644
Internal
True when the Transform’s world position no longer holds what physics last wrote — i.e. the game (or a moved parent) repositioned it, and the write is waiting to become the kinematic step target.
Returns
Section titled “Returns”boolean
_hasPendingTargetRotation()
Section titled “_hasPendingTargetRotation()”_hasPendingTargetRotation():
boolean
Defined in: physics/src/RigidBodyComponent.ts:658
Internal
Rotation counterpart of _hasPendingTargetPosition. Compares
along the shortest arc: a game that normalizes its own accumulated
rotation writes a numerically different, visually identical angle, which
is not a new target.
Returns
Section titled “Returns”boolean
_isTornDown()
Section titled “_isTornDown()”_isTornDown():
boolean
Defined in: core/dist/index.d.ts:4254
Internal
Internal: true once this component has been removed or its entity
destroyed. Components are terminal — Entity.add uses this to reject
re-attaching an instance whose cleanups and onDestroy already ran.
Returns
Section titled “Returns”boolean
Inherited from
Section titled “Inherited from”Component._isTornDown
_markTornDown()
Section titled “_markTornDown()”_markTornDown():
void
Defined in: core/dist/index.d.ts:4260
Internal
Internal: mark this component torn down. Called by Entity.remove() and
Entity._performDestroy() after onDestroy runs.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component._markTornDown
_refreshEnabled()
Section titled “_refreshEnabled()”_refreshEnabled():
void
Defined in: core/dist/index.d.ts:4266
Internal
Recompute effective enabled-ness from enabled and the entity’s
activeness, firing the hook on a flip.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component._refreshEnabled
_runCleanups()
Section titled “_runCleanups()”_runCleanups(
onError?):void
Defined in: core/dist/index.d.ts:4241
Internal
Run and clear all registered cleanups. Called by Entity.remove() and Entity._performDestroy() before onDestroy.
Parameters
Section titled “Parameters”onError?
Section titled “onError?”(error) => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component._runCleanups
addCleanup()
Section titled “addCleanup()”
protectedaddCleanup(fn):void
Defined in: core/dist/index.d.ts:4229
Register a cleanup function to run when this component is removed or
destroyed, before onDestroy. Use it for what listen, listenScene
and listenBus do not cover, such as an unsubscribe from a custom
emitter.
Parameters
Section titled “Parameters”() => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.addCleanup
applyForce()
Section titled “applyForce()”applyForce(
force):void
Defined in: physics/src/RigidBodyComponent.ts:224
Apply a force (in pixels) at the center of mass.
Parameters
Section titled “Parameters”Vec2Like
Returns
Section titled “Returns”void
applyImpulse()
Section titled “applyImpulse()”applyImpulse(
impulse):void
Defined in: physics/src/RigidBodyComponent.ts:237
Apply an impulse (in pixels) at the center of mass.
Parameters
Section titled “Parameters”impulse
Section titled “impulse”Vec2Like
Returns
Section titled “Returns”void
applyTorque()
Section titled “applyTorque()”applyTorque(
torque):void
Defined in: physics/src/RigidBodyComponent.ts:349
Apply torque, in Rapier’s native units: the value is not converted from
pixels, and angular inertia scales with pixelsPerMeter⁻⁴, so the same
torque spins a body 16× faster at 100 px/m than at 50. Retune after
changing the scale, as with spring stiffness.
Parameters
Section titled “Parameters”torque
Section titled “torque”number
Returns
Section titled “Returns”void
destroy()
Section titled “destroy()”destroy():
void
Defined in: core/dist/index.d.ts:4247
End this component’s life on its own — the same as
entity.remove(SomeClass), without having to name its own class from
inside itself, which breaks under subclassing.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.destroy
fixedUpdate()?
Section titled “fixedUpdate()?”
optionalfixedUpdate(dt):void
Defined in: core/dist/index.d.ts:4310
Called every fixed timestep by the built-in ComponentUpdateSystem.
Parameters
Section titled “Parameters”number
Fixed timestep in seconds, scaled by scene and entity timeScale.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.fixedUpdate
getAngularVelocity()
Section titled “getAngularVelocity()”getAngularVelocity():
number
Defined in: physics/src/RigidBodyComponent.ts:366
Get angular velocity in radians/s.
Returns
Section titled “Returns”number
getMass()
Section titled “getMass()”getMass():
number
Defined in: physics/src/RigidBodyComponent.ts:376
Mass derived from the attached colliders (density × shape size).
applyImpulse(dv.scale(getMass())) changes velocity by exactly dv px/s.
Returns
Section titled “Returns”number
getPositionInto()
Section titled “getPositionInto()”getPositionInto(
out):Vec2Buffer
Defined in: physics/src/RigidBodyComponent.ts:537
Copy the exact simulated position in pixels into caller-owned scratch.
Parameters
Section titled “Parameters”Vec2Buffer
Returns
Section titled “Returns”Vec2Buffer
getVelocity()
Section titled “getVelocity()”getVelocity():
Vec2
Defined in: physics/src/RigidBodyComponent.ts:282
Get linear velocity in pixels/s.
Returns
Section titled “Returns”Vec2
getVelocityInto()
Section titled “getVelocityInto()”getVelocityInto(
out):Vec2Buffer
Defined in: physics/src/RigidBodyComponent.ts:293
Copy linear velocity in pixels/s into caller-owned scratch.
Parameters
Section titled “Parameters”Vec2Buffer
Returns
Section titled “Returns”Vec2Buffer
listen()
Section titled “listen()”
protectedlisten<T>(source,token,handler):void
Defined in: core/dist/index.d.ts:4211
Subscribe to events from an entity or a state machine, auto-unsubscribe on removal.
this.listen(this.entity, Hurt, ({ dir }) => this.knockback(dir));this.listen(brain.mode, brain.mode.events.entered, ({ state }) => this.anim.play(state),);Type Parameters
Section titled “Type Parameters”T
Parameters
Section titled “Parameters”source
Section titled “source”EventSource
EventToken<T>
handler
Section titled “handler”(data) => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.listen
listenBus()
Section titled “listenBus()”
protectedlistenBus<K>(event,handler):void
Defined in: core/dist/index.d.ts:4222
Subscribe to an engine EventBus event, auto-unsubscribe on removal.
Throws when the entity is not in a scene, like listenScene.
Type Parameters
Section titled “Type Parameters”K extends keyof EngineEvents
Parameters
Section titled “Parameters”K
handler
Section titled “handler”(data) => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.listenBus
listenScene()
Section titled “listenScene()”
protectedlistenScene<T>(token,handler):void
Defined in: core/dist/index.d.ts:4217
Subscribe to scene-level events, auto-unsubscribe on removal. Handlers
fire for bubbled entity events (entity = source) and scene.emit
events (entity = undefined).
Type Parameters
Section titled “Type Parameters”T
Parameters
Section titled “Parameters”EventToken<T>
handler
Section titled “handler”(data, entity?) => void
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.listenScene
lockRotations()
Section titled “lockRotations()”lockRotations(
locked):void
Defined in: physics/src/RigidBodyComponent.ts:461
Lock or unlock rotation. A locked body ignores torques and contact
spin; setAngularVelocity still turns it. Callable before the
component is added — the lock is applied when the Rapier body is
created.
Parameters
Section titled “Parameters”locked
Section titled “locked”boolean
Returns
Section titled “Returns”void
onAdd()
Section titled “onAdd()”onAdd():
void
Defined in: physics/src/RigidBodyComponent.ts:97
Called when the component is added to an entity. Validate dependencies
here — a service, a sibling component, a render layer — and throw when
one is missing. The throw is attributed to this component, recorded in
Inspector.getErrors().callbackErrors, and rethrown, so it reaches the
caller of entity.add() unchanged.
Returns
Section titled “Returns”void
Overrides
Section titled “Overrides”Component.onAdd
onDestroy()
Section titled “onDestroy()”onDestroy():
void
Defined in: physics/src/RigidBodyComponent.ts:216
Called when the component is destroyed (entity destroyed or component removed).
Returns
Section titled “Returns”void
Overrides
Section titled “Overrides”Component.onDestroy
onDisable()
Section titled “onDisable()”onDisable():
void
Defined in: physics/src/RigidBodyComponent.ts:150
Put the Rapier body to sleep without freeing it — the allocation is exactly what a reused entity gets to keep. Momentum and queued forces/torques are cleared and joints are detached, so waking the body cannot resume a motion — or a tether — that started a life ago.
Record dynamic and static Transforms so only dormant writes count on enable. Kinematic bodies keep pending targets written while active.
Returns
Section titled “Returns”void
Overrides
Section titled “Overrides”Component.onDisable
onEnable()
Section titled “onEnable()”onEnable():
void
Defined in: physics/src/RigidBodyComponent.ts:173
Bring the body back and snap interpolation to its current pose, so the first frame after reuse renders where the body is rather than lerping from where it slept.
Returns
Section titled “Returns”void
Overrides
Section titled “Overrides”Component.onEnable
service()
Section titled “service()”
protectedservice<T>(key):T
Defined in: core/dist/index.d.ts:4188
Lazy proxy-based service resolution. Can be used at field-declaration time:
readonly input = this.service(InputManagerKey);The actual resolution is deferred until first property access.
Type Parameters
Section titled “Type Parameters”T extends object
Parameters
Section titled “Parameters”ServiceKey<T>
Returns
Section titled “Returns”T
Inherited from
Section titled “Inherited from”Component.service
setAngularDamping()
Section titled “setAngularDamping()”setAngularDamping(
damping):void
Defined in: physics/src/RigidBodyComponent.ts:428
Set angular velocity damping. Values must be finite and at least 0. Callable before the component is added; the value applies at creation.
Parameters
Section titled “Parameters”damping
Section titled “damping”number
Returns
Section titled “Returns”void
setAngularVelocity()
Section titled “setAngularVelocity()”setAngularVelocity(
v):void
Defined in: physics/src/RigidBodyComponent.ts:359
Set angular velocity in radians/s (Rapier’s native unit, not scaled by
pixelsPerMeter). Rapier caps rotation at 45° per physics step.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
setEnabledTranslations()
Section titled “setEnabledTranslations()”setEnabledTranslations(
enableX,enableY):void
Defined in: physics/src/RigidBodyComponent.ts:446
Set which translation axes are enabled. A locked axis ignores forces,
impulses and contacts; a velocity written with setVelocity still
moves the body along it. Callable before the component is added — the
locks are applied when the Rapier body is created.
Parameters
Section titled “Parameters”enableX
Section titled “enableX”boolean
enableY
Section titled “enableY”boolean
Returns
Section titled “Returns”void
setGravityScale()
Section titled “setGravityScale()”setGravityScale(
scale):void
Defined in: physics/src/RigidBodyComponent.ts:393
Multiply gravity for this body: 1 is the scene’s gravity, 0 removes
it, larger values fall faster. This is the per-body control a platformer
needs for variable jump height and fast-fall, without moving scene
gravity for every other body. scale must be finite; a NaN would
write NaN into the body’s position at the next step and nothing
recovers it.
Callable before the component is added — the value is applied when the Rapier body is created.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
setLinearDamping()
Section titled “setLinearDamping()”setLinearDamping(
damping):void
Defined in: physics/src/RigidBodyComponent.ts:412
Set linear velocity damping. Values must be finite and at least 0. Callable before the component is added; the value applies at creation.
Parameters
Section titled “Parameters”damping
Section titled “damping”number
Returns
Section titled “Returns”void
setPosition()
Section titled “setPosition()”setPosition(
x,y):void
Defined in: physics/src/RigidBodyComponent.ts:589
Teleport to a position in pixels — no interpolation, no smoothing, for
any body type. On a kinematic body, transform.setPosition() instead
moves it there smoothly over one step. A static body’s Transform moves
with it (no system writes one otherwise).
Parameters
Section titled “Parameters”number
number
Returns
Section titled “Returns”void
setRotation()
Section titled “setRotation()”setRotation(
radians):void
Defined in: physics/src/RigidBodyComponent.ts:624
Teleport to a rotation in radians — no interpolation, no smoothing, for
any body type. The rotation counterpart of setPosition; a static
body’s Transform rotates with it when syncRotation is on.
Parameters
Section titled “Parameters”radians
Section titled “radians”number
Returns
Section titled “Returns”void
setType()
Section titled “setType()”setType(
type):void
Defined in: physics/src/RigidBodyComponent.ts:475
Switch the body type at runtime — a dead enemy becomes "static" so
nothing pushes it and it pushes nothing; a carried crate becomes
"kinematic" while held. Linear and angular velocity are cleared by
the switch; locks, gravity scale, damping, colliders and mass are kept.
The drawn pose is the exact pose at the switch. Callable before
entity.add(); the body is created as the new type.
Parameters
Section titled “Parameters”Returns
Section titled “Returns”void
setVelocity()
Section titled “setVelocity()”setVelocity(
velocity):void
Defined in: physics/src/RigidBodyComponent.ts:253
Set linear velocity in pixels/s. Rapier caps speed at 400 m/s,
400 × pixelsPerMeter px/s.
Parameters
Section titled “Parameters”velocity
Section titled “velocity”Vec2Like
Returns
Section titled “Returns”void
setVelocityX()
Section titled “setVelocityX()”setVelocityX(
vx):void
Defined in: physics/src/RigidBodyComponent.ts:266
Set only the X component of velocity (px/s), preserving Y.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
setVelocityY()
Section titled “setVelocityY()”setVelocityY(
vy):void
Defined in: physics/src/RigidBodyComponent.ts:274
Set only the Y component of velocity (px/s), preserving X.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
sibling()
Section titled “sibling()”
protectedsibling<C>(cls):C
Defined in: core/dist/index.d.ts:4199
Lazy proxy-based sibling component resolution. Can be used at field-declaration time:
readonly anim = this.sibling(AnimatedSpriteComponent);The actual resolution is deferred until first property access. The
reference passes instanceof cls before it resolves, so an engine API
that checks the type of what it is handed (camera.follow(this.transform))
accepts it.
Type Parameters
Section titled “Type Parameters”C extends Component
Parameters
Section titled “Parameters”ComponentClass<C>
Returns
Section titled “Returns”C
Inherited from
Section titled “Inherited from”Component.sibling
stateMachine()
Section titled “stateMachine()”
protectedstateMachine<S>(states,initial,options?):StateMachine<S>
Defined in: core/dist/index.d.ts:4235
Create a state machine whose hooks and event handlers are attributed to this component when they throw. The machine can be declared as a field because service lookup waits until a hook runs.
Type Parameters
Section titled “Type Parameters”S extends string
Parameters
Section titled “Parameters”states
Section titled “states”StateDefinitions<S>
initial
Section titled “initial”NoInfer<S>
options?
Section titled “options?”StateMachineOptions
Returns
Section titled “Returns”StateMachine<S>
Inherited from
Section titled “Inherited from”Component.stateMachine
update()?
Section titled “update()?”
optionalupdate(dt):void
Defined in: core/dist/index.d.ts:4305
Called every frame by the built-in ComponentUpdateSystem.
Parameters
Section titled “Parameters”number
Frame delta in seconds, scaled by scene and entity timeScale.
Returns
Section titled “Returns”void
Inherited from
Section titled “Inherited from”Component.update
protecteduse<T>(key):T
Defined in: core/dist/index.d.ts:4179
Resolve a service by key, cached after first lookup. Scene-scoped values
(registered via scene._registerScoped) take precedence over engine
scope. A key declared with scope: "scene" that falls back to engine
scope emits a one-shot dev warning — almost always signals a missed
beforeEnter hook.
Type Parameters
Section titled “Type Parameters”T
Parameters
Section titled “Parameters”ServiceKey<T>
Returns
Section titled “Returns”T
Inherited from
Section titled “Inherited from”Component.use
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