: Vec2 Object's current world position.
(xVel: number, yVel: number): void Move how many pixels per second. If object is 'solid', it won't move into other 'solid' objects.
(dx: number, dy: number): void Move how many pixels, without multiplying dt, but still checking for 'solid'.
(dest: Vec2, speed?: number): void Move to a spot with a speed (pixels per second), teleports if speed is not given.
(newPos?: Vec2): Vec2 | null Get / Set the position of the object on the screen.
(newPos?: Vec2): Vec2 | null Get / Set the position of the object relative to the root.
(this: GameObj<PosComp | FixedComp>, p: Vec2): Vec2 Transform a local point (relative to this) to a screen point (relative to the camera)
(this: GameObj<PosComp>, p: Vec2): Vec2 Transform a local point (relative to this) to a world point (relative to the root)
(this: GameObj<PosComp | FixedComp>, p: Vec2): Vec2 Transform a screen point (relative to the camera) to a local point (relative to this)
(this: GameObj<PosComp>, p: Vec2): Vec2 Transform a world point (relative to the root) to a local point (relative to this)
(this: GameObj<PosComp>, other: GameObj<PosComp>, p: Vec2): Vec2 Transform a point relative to this to a point relative to other
(this: GameObj<PosComp>, other: GameObj<PosComp>, p: Vec2): Vec2 Transform a point relative to other to a point relative to this