The constructor
Add a component to the entity.
Get a component from the entity.
Get a component from the entity.
Get all components from the entity.
Does the entity have a component of a particular type.
Remove a component from the entity.
This signal is dispatched when a component is added to the entity.
This signal is dispatched when a component is removed from the entity.
Dispatched when the name of the entity changes. Used internally by the engine to track entities based on their names.
All entities have a name. If no name is set, a default name is used. Names are used to fetch specific entities from the engine, and can also help to identify an entity when debugging.
An entity is composed of components. As such, it is essentially a collection object for components. Sometimes, the entities in a game will mirror the actual characters and objects in the game, but this is not necessary.
<p>Components are simple value objects that contain data relevant to the entity. Entities with similar functionality will have instances of the same components. So we might have a position component</p>
<p><code>public class PositionComponent { public var x : Number; public var y : Number; }</code></p>
<p>All entities that have a position in the game world, will have an instance of the position component. Systems operate on entities based on the components they have.</p>