me.Renderable(x, y, width, height)

new Renderable(x, y, width, height)

A base class for renderable objects.

Parameters:
Name Type Description
x Number

position of the renderable object (accessible through inherited pos.x property)

y Number

position of the renderable object (accessible through inherited pos.y property)

width Number

object width

height Number

object height

Extends

Members

static alwaysUpdate :Boolean

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

Default Value:
  • false

static autoTransform :Boolean

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

Default Value:
  • true
Example
// enable "automatic" transformation when the object is activated
onActivateEvent: function () {
    // reset the transformation matrix
    this.renderable.currentTransform.identity();
    // ensure the anchor point is the renderable center
    this.renderable.anchorPoint.set(0.5, 0.5);
    // enable auto transform
    this.renderable.autoTransform = true;
    ....
},
// add a rotation effect when updating the entity
update : function (dt) {
    ....
    this.renderable.currentTransform.rotate(0.025);
    ....
    return this._super(me.Entity, 'update', [dt]);
},

static 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 Value:
  • false

static 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)

static height :Number

height of the Renderable bounding box

static, readonly inViewport :Boolean

Whether the renderable object is visible and within the viewport

Default Value:
  • false

static isKinematic :Boolean

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

Default Value:
  • true

static isPersistent :Boolean

make the renderable object persistent over level changes

Default Value:
  • false

static name :String

The name of the renderable

Default Value:
  • ""

static updateWhenPaused :Boolean

Whether to update this object when the game is paused.

Default Value:
  • false

static width :Number

width of the Renderable bounding box

alpha :Number

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

Default Value:
  • 1.0
See:

ancestor :me.Container|me.Entity

a reference to the parent object that contains this renderable

Default Value:
  • undefined

anchorPoint :me.ObservableVector2d

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.

Default Value:
  • <0.5,0.5>

body :me.Body

the renderable physic body

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

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.

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

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

Overrides:

tint :me.Color

apply a tint to this renderable (WebGL Only)

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

static onDestroyEvent()

OnDestroy Notification function
Called by engine before deleting the object

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

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

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

See:

getBounds() → {me.Rect}

returns the bounding box for this renderable

Returns:
me.Rect -

bounding box Rectangle object

Overrides:

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

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

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

resize(w, h) → {me.Rect}

resize the rectangle

Parameters:
Name Type Description
w Number

new width of the rectangle

h Number

new height of the rectangle

Returns:
me.Rect -

this rectangle

Inherited From:

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

Overrides:

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

Overrides:

setOpacity(alpha)

set the renderable alpha channel value

Parameters:
Name Type Description
alpha Number

opacity value between 0.0 and 1.0

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

Overrides:
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