Class Entity

a Generic Object Entity

Hierarchy (view full)

Constructors

constructor

  • new Entity(x, y, settings): Entity
  • Parameters

    • x: number

      the x coordinates of the entity object

    • y: number

      the y coordinates of the entity object

    • settings: {
      anchorPoint: any;
      collisionMask: undefined | number;
      frameheight: undefined | number;
      framewidth: undefined | number;
      height: number;
      id: undefined | string;
      image: undefined | string | (new (width?: number, height?: number) => HTMLImageElement );
      name: undefined | string;
      shapes:
      | undefined
      | Rect []
      | Polygon []
      | Line []
      | Ellipse [];
      type: undefined | string;
      width: number;
      }

      Entity properties, to be defined through Tiled or when calling the entity constructor

      • anchorPoint: any

        Entity anchor point

      • collisionMask: undefined | number

        Mask collision detection for this object

      • frameheight: undefined | number

        height of a single frame in the given spritesheet

      • framewidth: undefined | number

        width of a single frame in the given spritesheet

      • height: number

        the physical height the entity takes up in game

      • id: undefined | string

        object unique IDs

      • image: undefined | string | (new (width?: number, height?: number) => HTMLImageElement )

        resource name of a spritesheet to use for the entity renderable component

      • name: undefined | string

        object entity name

      • shapes:
        | undefined
        | Rect []
        | Polygon []
        | Line []
        | Ellipse []

        the initial list of collision shapes (usually populated through Tiled)

      • type: undefined | string

        object type

      • width: number

        the physical width the entity takes up in game

    Returns Entity

Properties

GUID

GUID: string

(G)ame (U)nique (Id)entifier"
a GUID will be allocated for any renderable object added
to an object container (including the me.game.world container)

alive

alive: boolean

dead/living state of the entity
default value : true

alpha

alpha: number

Define the renderable opacity
Set to zero if you do not wish an object to be drawn

See

  • Renderable#setOpacity
  • Renderable#getOpacity

Default

1.0

alwaysUpdate

alwaysUpdate: boolean

Whether the renderable object will always update, even when outside of the viewport

Default

false

ancestor

ancestor: Container | Entity

a reference to the parent object that contains this renderable

Default

undefined

anchorPoint

anchorPoint: ObservablePoint

The anchor point is used for attachment behavior, and/or when applying transformations.
The coordinate system places the origin at the top left corner of the frame (0, 0) and (1, 1) means the bottom-right corner

a Renderable's anchor point defaults to (0.5,0.5), which corresponds to the center position.

Note: Object created through Tiled will have their anchorPoint set to (0, 0) to match Tiled Level editor implementation. To specify a value through Tiled, use a json expression like json:{"x":0.5,"y":0.5}.

Default

<0.5,0.5>

autoTransform

autoTransform: boolean

When enabled, an object container will automatically apply any defined transformation before calling the child draw method.

Default

true

Example

// enable "automatic" transformation when the object is activated
onActivateEvent: function () {
// reset the transformation matrix
this.currentTransform.identity();
// ensure the anchor point is the renderable center
this.anchorPoint.set(0.5, 0.5);
// enable auto transform
this.autoTransform = true;
....
}

blendMode

blendMode: string

the blend mode to be applied to this renderable (see renderer setBlendMode for available blend mode)

Default

"normal"

See

  • CanvasRenderer#setBlendMode
  • WebGLRenderer#setBlendMode

body

body: Body

the renderable physic body

Example

// define a new Player Class
classPlayerEntityextendsme.Sprite {
// constructor
constructor(x, y, settings) {
// call the parent constructor
super(x, y , settings);

// define a basic walking animation
this.addAnimation("walk", [...]);
// define a standing animation (using the first frame)
this.addAnimation("stand", [...]);
// set the standing animation as default
this.setCurrentAnimation("stand");

// add a physic body
this.body = newme.Body(this);
// add a default collision shape
this.body.addShape(newme.Rect(0, 0, this.width, this.height));
// configure max speed, friction, and initial force to be applied
this.body.setMaxVelocity(3, 15);
this.body.setFriction(0.4, 0);
this.body.force.set(3, 0);
this.isKinematic = false;

// set the display to follow our position on both axis
me.game.viewport.follow(this.pos, me.game.viewport.AXIS.BOTH);
}

...

}

currentTransform

currentTransform: Matrix2d

the renderable default transformation matrix

edges

edges: Vector2d []

The edges here are the direction of the nth edge of the polygon, relative to the nth point. If you want to draw a given edge from the edge value, you must first translate to the position of the starting point.

floating

floating: boolean

If true, this renderable will be rendered using screen coordinates, as opposed to world coordinates. Use this, for example, to define UI elements.

Default

false

id

id: number

object unique ID (as defined in Tiled)

indices

indices: number[]

a list of indices for all vertices composing this polygon

isDirty

isDirty: boolean

when true the renderable will be redrawn during the next update cycle

Default

true

isKinematic

isKinematic: boolean

If true then physic collision and input events will not impact this renderable

Default

true

isPersistent

isPersistent: boolean

make the renderable object persistent over level changes

Default

false

mask

mask:
| Polygon
| Rect
| Ellipse
| Line
| RoundRect

A mask limits rendering elements to the shape and position of the given mask object. So, if the renderable is larger than the mask, only the intersecting part of the renderable will be visible.

Default

undefined

Example

// apply a mask in the shape of a Star
myNPCSprite.mask = newme.Polygon(myNPCSprite.width / 2, 0, [
// draw a star
{x:0, y:0},
{x:14, y:30},
{x:47, y:35},
{x:23, y:57},
{x:44, y:90},
{x:0, y:62},
{x: -44, y:90},
{x: -23, y:57},
{x: -47, y:35},
{x: -14, y:30}
]);

name

name: string

The name of the renderable

Default

""

onVisibilityChange

onVisibilityChange: Function

an event handler that is called when the renderable leave or enter a camera viewport

Default

undefined

Example

this.onVisibilityChange = function(inViewport) {
if (inViewport === true) {
console.log("object has entered the in a camera viewport!");
}
};

points

points: Vector2d []

Array of points defining the Polygon
Note: If you manually change points, you must call recalcafterwards so that the changes get applied correctly.

pos

pos: Vector2d

origin point of the Polygon

shader

shader: GLShader

(Experimental) an optional shader, to be used instead of the default built-in one, when drawing this renderable (WebGL only)

Default

undefined

type

type: string = "Rectangle"

The shape type (used internally).

updateWhenPaused

updateWhenPaused: boolean

Whether to update this object when the game is paused.

Default

false

Accessors

bottom

centerX

centerY

depth

height

inViewport

isFlippedX

isFlippedY

isFloating

  • get isFloating(): boolean
  • Whether the renderable object is floating (i.e. used screen coordinates), or contained in a floating parent container

    Returns boolean

    See

    Renderable#floating

left

parentApp

renderable

right

tint

top

width

Methods

angleTo

centerOn

clone

contains

  • contains(x, y): boolean
  • Returns true if the polygon contains the given point.
    (Note: it is highly recommended to first do a hit test on the corresponding
    bounding rect, as the function can be highly consuming with complex shapes)

    Parameters

    • x: number

      x coordinate or a vector point to check

    • y: number

      y coordinate

    Returns boolean

    True if the polygon contain the point, otherwise false

    Example

    if (polygon.contains(10, 10)) {
    // do something
    }
    // or
    if (polygon.contains(myVector2d)) {
    // do something
    }
  • contains(vector): boolean
  • Returns true if the polygon contains the given point.
    (Note: it is highly recommended to first do a hit test on the corresponding
    bounding rect, as the function can be highly consuming with complex shapes)

    Parameters

    Returns boolean

    True if the polygon contain the point, otherwise false

    Example

    if (polygon.contains(10, 10)) {
    // do something
    }
    // or
    if (polygon.contains(myVector2d)) {
    // do something
    }

containsRectangle

copy

distanceTo

draw

equals

flipX

flipY

getAbsolutePosition

getBounds

getIndices

getOpacity

isConvex

  • isConvex(): null | boolean
  • Returns true if the vertices composing this polygon form a convex shape (vertices must be in clockwise order).

    Returns null | boolean

    true if the vertices are convex, false if not, null if not computable

isFinite

lookAt

onBodyUpdate

onCollision

  • onCollision(): boolean
  • onCollision callback, triggered in case of collision, when this renderable body is colliding with another one

    Returns boolean

    true if the object should respond to the collision (its position and velocity will be corrected)

    Example

    // colision handler
    onCollision(response) {
    if (response.b.body.collisionType === me.collision.types.ENEMY_OBJECT) {
    // makes the other object solid, by substracting the overlap vector to the current position
    this.pos.sub(response.overlapV);
    this.hurt();
    // not solid
    returnfalse;
    }
    // Make the object solid
    returntrue;
    },

onDeactivateEvent

onDestroyEvent

overlaps

postDraw

preDraw

  • preDraw(renderer): void
  • Prepare the rendering context before drawing (automatically called by melonJS). This will apply any defined transforms, anchor point, tint or blend mode and translate the context accordingly to this renderable position.

    Parameters

    • renderer: any

      a renderer object

    Returns void

    See

    • Renderable#draw
    • Renderable#postDraw

recalc

resize

rotate

scale

  • scale(x, y?): Renderable
  • scale the renderable around his anchor point. Scaling actually applies changes to the currentTransform member wich is used by the renderer to scale the object when rendering. It does not scale the object itself. For example if the renderable is an image, the image.width and image.height properties are unaltered but the currentTransform member will be changed.

    Parameters

    • x: number

      a number representing the abscissa of the scaling vector.

    • Optionaly: number = x

      a number representing the ordinate of the scaling vector.

    Returns Renderable

    Reference to this object for method chaining

scaleV

setOpacity

setShape

setSize

setVertices

shift

to2d

toIso

toPolygon

transform

translate

union

updateBounds

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