me.ImageLayer(x, y, settings)

new ImageLayer(x, y, settings)

a generic Image Layer Object

Parameters:
Name Type Description
x Number

x coordinate

y Number

y coordinate

settings Object

ImageLayer properties

Properties
Name Type Attributes Default Description
image HTMLImageElement | HTMLCanvasElement | String

Image reference. See me.loader.getImage

name String <optional>
"me.ImageLayer"

layer name

z Number <optional>
0

z-index position

ratio Number | me.Vector2d <optional>
1.0

Scrolling ratio to be applied. See me.ImageLayer#ratio

repeat String <optional>
'repeat'

define if and how an Image Layer should be repeated (accepted values are 'repeat', 'repeat-x', 'repeat-y', 'no-repeat'). See me.ImageLayer#repeat

anchorPoint Number | me.Vector2d <optional>
0.0

Image origin. See me.ImageLayer#anchorPoint

Example
// create a repetitive background pattern on the X axis using the citycloud image asset
me.game.world.addChild(new me.ImageLayer(0, 0, {
    image:"citycloud",
    repeat :"repeat-x"
}), 1);

Extends

Members

alpha :Number

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

Inherited From:
Default Value:
  • 1.0
See:

ancestor :me.Container|me.Entity

a reference to the parent object that contains this renderable

Inherited From:
Default Value:
  • undefined

anchorPoint :me.Vector2d

Define how the image is anchored to the viewport bounds
By default, its upper-left corner is anchored to the viewport bounds upper left corner.
The anchorPoint is a unit vector where each component falls in range [0.0,1.0].
Some common examples:

  • <0.0,0.0> : (Default) Anchor image to the upper-left corner of viewport bounds
  • <0.5,0.5> : Center the image within viewport bounds
  • <1.0,1.0> : Anchor image to the lower-right corner of viewport bounds To specify a value through Tiled, use one of the following format :
  • a number, to change the value for both axis
  • a json expression like json:{"x":0.5,"y":0.5} if you wish to specify a different value for both x and y
Overrides:
Default Value:
  • <0.0,0.0>

body :me.Body

the renderable physic body

Inherited From:
See:
Example
// define a new Player Class
 game.PlayerEntity = me.Sprite.extend({
     // constructor
     init:function (x, y, settings) {
         // call the parent constructor
         this._super(me.Sprite, 'init', [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 = new me.Body(this);
         // add a default collision shape
         this.body.addShape(new me.Rect(0, 0, this.width, this.height));
         // configure max speed and friction
         this.body.setMaxVelocity(3, 15);
         this.body.setFriction(0.4, 0);

         // enable physic collision (off by default for basic me.Renderable)
         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 :me.Matrix2d

the renderable default transformation matrix

Inherited From:

mask :me.Rect|me.Polygon|me.Line|me.Ellipse

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.

Inherited From:
Default Value:
  • undefined
Example
// apply a mask in the shape of a Star
myNPCSprite.mask = new me.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}
]);

onVisibilityChange :function

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

Inherited From:
Default Value:
  • undefined
Example
this.onVisibilityChange = function(inViewport) {
    if (inViewport === true) {
        console.log("object has entered the in a camera viewport!");
    }
};

points :Array.<me.Vector2d>

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

Inherited From:

pos :me.ObservableVector3d

Position of the Renderable relative to its parent container

Inherited From:

ratio :me.Vector2d

Define the image scrolling ratio
Scrolling speed is defined by multiplying the viewport delta position (e.g. followed entity) by the specified ratio. Setting this vector to <0.0,0.0> will disable automatic scrolling.
To specify a value through Tiled, use one of the following format :

  • a number, to change the value for both axis
  • a json expression like json:{"x":0.5,"y":0.5} if you wish to specify a different value for both x and y
Default Value:
  • <1.0,1.0>

repeat :String

Define if and how an Image Layer should be repeated.
By default, an Image Layer is repeated both vertically and horizontally.
Acceptable values :

  • 'repeat' - The background image will be repeated both vertically and horizontally
  • 'repeat-x' - The background image will be repeated only horizontally.
  • 'repeat-y' - The background image will be repeated only vertically.
  • 'no-repeat' - The background-image will not be repeated.
Default Value:
  • 'repeat'

tint :me.Color

apply a tint to this renderable (WebGL Only)

Inherited From:
Default Value:
  • undefined
Example
// add a red tint to this renderable
this.renderable.tint = new me.Color(255, 128, 128);
// disable the tint
this.renderable.tint.setColor(255, 255, 255);

Methods

clone() → {me.Rect}

clone this rectangle

Returns:
me.Rect -

new rectangle

Inherited From:

contains(rect) → {boolean}

check if this rectangle contains the specified one

Parameters:
Name Type Description
rect me.Rect
Returns:
boolean -

true if contains

Inherited From:

containsPoint(x, y) → {boolean}

check if this rectangle contains the specified point

Parameters:
Name Type Description
x Number

x coordinate

y Number

y coordinate

Returns:
boolean -

true if contains

Inherited From:

containsPointV(point) → {boolean}

check if this Polygon contains the specified point

Parameters:
Name Type Description
point me.Vector2d
Returns:
boolean -

true if contains

Inherited From:

copy(rect) → {me.Rect}

copy the position and size of the given rectangle into this one

Parameters:
Name Type Description
rect me.Rect

Source rectangle

Returns:
me.Rect -

new rectangle

Inherited From:

protected draw(renderer)

object draw.
automatically called by the game manager me.game

Parameters:
Name Type Description
renderer me.CanvasRenderer | me.WebGLRenderer

a renderer object

Inherited From:

equals(rect) → {boolean}

check if this rectangle is identical to the specified one

Parameters:
Name Type Description
rect me.Rect
Returns:
boolean -

true if equals

Inherited From:

flipX(flipopt) → {me.Renderable}

flip the renderable on the horizontal axis (around the center of the renderable)

Parameters:
Name Type Attributes Default Description
flip Boolean <optional>
false

true to flip this renderable.

Returns:
me.Renderable -

Reference to this object for method chaining

Inherited From:
See:

flipY(flipopt) → {me.Renderable}

flip the renderable on the vertical axis (around the center of the renderable)

Parameters:
Name Type Attributes Default Description
flip Boolean <optional>
false

true to flip this renderable.

Returns:
me.Renderable -

Reference to this object for method chaining

Inherited From:
See:

getBounds() → {me.Rect}

returns the bounding box for this renderable

Returns:
me.Rect -

bounding box Rectangle object

Inherited From:

getIndices(a) → {me.Polygon}

returns a list of indices for all triangles defined in this polygon

Parameters:
Name Type Description
a Array.<Vector2d>

list of vector

Returns:
me.Polygon -

this Polygon

Inherited From:

getOpacity() → {Number}

get the renderable alpha channel value

Returns:
Number -

current opacity value between 0 and 1

Inherited From:

isFinite() → {boolean}

determines whether all coordinates of this rectangle are finite numbers.

Returns:
boolean -

false if all coordinates are positive or negative Infinity or NaN; otherwise, true.

Inherited From:

overlaps(rect) → {boolean}

check if this rectangle is intersecting with the specified one

Parameters:
Name Type Description
rect me.Rect
Returns:
boolean -

true if overlaps

Inherited From:

protected postDraw(renderer)

restore the rendering context after drawing.
automatically called by the game manager me.game

Parameters:
Name Type Description
renderer me.CanvasRenderer | me.WebGLRenderer

a renderer object

Inherited From:

protected preDraw(renderer)

prepare the rendering context before drawing (apply defined transforms, anchor point).
automatically called by the game manager me.game

Parameters:
Name Type Description
renderer me.CanvasRenderer | me.WebGLRenderer

a renderer object

Inherited From:

resize(w, h)

resize the Image Layer to match the given size

Parameters:
Name Type Description
w Number

new width

h Number

new height

Overrides:

rotate(angle) → {me.Polygon}

Rotate this Polygon (counter-clockwise) by the specified angle (in radians).

Parameters:
Name Type Description
angle Number

The angle to rotate (in radians)

Returns:
me.Polygon -

Reference to this object for method chaining

Inherited From:

scale(x, yopt) → {me.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:
Name Type Attributes Default Description
x Number

a number representing the abscissa of the scaling vector.

y Number <optional>
x

a number representing the ordinate of the scaling vector.

Returns:
me.Renderable -

Reference to this object for method chaining

Inherited From:

scaleV(vector) → {me.Renderable}

scale the renderable around his anchor point

Parameters:
Name Type Description
vector me.Vector2d

scaling vector

Returns:
me.Renderable -

Reference to this object for method chaining

Inherited From:

setOpacity(alpha)

set the renderable alpha channel value

Parameters:
Name Type Description
alpha Number

opacity value between 0.0 and 1.0

Inherited From:

setPoints(points) → {me.Rect}

resize the rectangle to contain all the given points coordinates.

Parameters:
Name Type Description
points Array.<me.Vector2d>

array of vector defining a shape

Returns:
me.Rect -

this shape bounding box Rectangle object

Inherited From:

setShape(x, y, w|points, hopt) → {me.Rect}

set new value to the rectangle shape

Parameters:
Name Type Attributes Description
x Number

position of the Rectangle

y Number

position of the Rectangle

w|points Number | Array

width of the rectangle, or an array of vector defining the rectangle

h Number <optional>

height of the rectangle, if a numeral width parameter is specified

Returns:
me.Rect -

this rectangle

Inherited From:

to2d() → {me.Polygon}

apply a 2d projection to this shape

Returns:
me.Polygon -

Reference to this object for method chaining

Inherited From:

toIso() → {me.Polygon}

apply an isometric projection to this shape

Returns:
me.Polygon -

Reference to this object for method chaining

Inherited From:

toPolygon() → {me.Polygon}

Returns a polygon whose edges are the same as this box.

Returns:
me.Polygon -

a new Polygon that represents this rectangle.

Inherited From:

transform(matrix) → {me.Renderable}

multiply the renderable currentTransform with the given matrix

Parameters:
Name Type Description
matrix me.Matrix2d

the transformation matrix

Returns:
me.Renderable -

Reference to this object for method chaining

Inherited From:
See:

translate(x, y) → {me.Rect}

translate the rect by the specified offset

Parameters:
Name Type Description
x Number

x offset

y Number

y offset

Returns:
me.Rect -

this rectangle

Inherited From:

translateV(v) → {me.Rect}

translate the rect by the specified vector

Parameters:
Name Type Description
v me.Vector2d

vector offset

Returns:
me.Rect -

this rectangle

Inherited From:

union(rect) → {me.Rect}

merge this rectangle with another one

Parameters:
Name Type Description
rect me.Rect

other rectangle to union with

Returns:
me.Rect -

the union(ed) rectangle

Inherited From:

protected update(dt)

update function.
automatically called by the game manager me.game

Parameters:
Name Type Description
dt Number

time since the last update in milliseconds.

Returns:
-

false

Inherited From: