Class Camera2d

a 2D orthographic camera

Hierarchy (view full)

Constructors

Properties

AXIS: {
    BOTH: number;
    HORIZONTAL: number;
    NONE: number;
    VERTICAL: number;
}

Axis definition

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)

alpha: number

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

  • Renderable#setOpacity
  • Renderable#getOpacity
1.0
alwaysUpdate: boolean

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

false
ancestor: Container | Entity

a reference to the parent object that contains this renderable

undefined
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}.

<0.5,0.5>
autoTransform: boolean

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

true
// 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: string

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

"normal"
  • CanvasRenderer#setBlendMode
  • WebGLRenderer#setBlendMode
body: Body

the renderable physic body

// define a new Player Class
class PlayerEntity extends me.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 = new me.Body(this);
// add a default collision shape
this.body.addShape(new me.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);
}

...

}
bounds: Bounds

Camera bounds

currentTransform: Matrix2d

the renderable default transformation matrix

damping: number

Camera damping for smooth transition [0 .. 1]. 1 being the maximum value and will snap the camera to the target position

1.0
deadzone: undefined | Rect
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.

far: number

the furthest point relative to the camera.

1000
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.

false
follow_axis: number
indices: number[]

a list of indices for all vertices composing this polygon

isDirty: boolean

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

true
isKinematic: boolean

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

true
isPersistent: boolean

make the renderable object persistent over level changes

false
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.

undefined
// 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}
]);
name: string

The name of the renderable

""
near: number

the closest point relative to the camera

-1000
offset: Vector2d
onVisibilityChange: Function

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

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

origin point of the Polygon

projectionMatrix: Matrix3d

the default camera projection matrix (2d cameras use an orthographic projection by default).

shader: GLShader

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

undefined
target: null | Vector2d
type: string = "Rectangle"

The shape type (used internally).

updateWhenPaused: boolean

Whether to update this object when the game is paused.

false

Accessors

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

    Returns boolean

    Renderable#floating

Methods

  • 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

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

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

    fade to the specified color

    Parameters

    • color: string | Color

      a CSS color value

    • Optionalduration: number = 1000

      expressed in milliseconds

    • OptionalonComplete: Function

      callback once effect is over

    Returns void

    // flash the camera to white for 75ms
    me.game.viewport.fadeIn("#FFFFFF", 75);
  • fadeOut(flash) effect

    screen is filled with the specified color and slowly goes back to normal

    Parameters

    • color: string | Color

      a CSS color value

    • Optionalduration: number = 1000

      expressed in milliseconds

    • OptionalonComplete: Function

      callback once effect is over

    Returns void

    // fade the camera to white upon dying, reload the level, and then fade out back
    me.game.viewport.fadeIn("#fff", 150, function() {
    me.audio.play("die", false);
    me.level.reload();
    me.game.viewport.fadeOut("#fff", 150);
    });
  • set the camera to follow the specified renderable.
    (this will put the camera center around the given target)

    Parameters

    • target: Vector2d | Renderable

      renderable or position vector to follow

    • Optionalaxis: number

      Which axis to follow (see Camera2d.AXIS)

    • Optionaldamping: number

      default damping value

    Returns void

    // set the camera to follow this renderable on both axis, and enable damping
    me.game.viewport.follow(this, me.game.viewport.AXIS.BOTH, 0.1);
  • 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

  • convert the given "local" (screen) coordinates into world coordinates

    Parameters

    • x: number

      the x coordinate of the local point to be converted

    • y: number

      the y coordinate of the local point to be converted

    • Optionalv: Vector2d

      an optional vector object where to set the converted value

    Returns Vector2d

  • move the camera upper-left position by the specified offset.

    Parameters

    • x: number

      horizontal offset

    • y: number

      vertical offset

    Returns void

    focusOn

    // Move the camera up by four pixels
    me.game.viewport.move(0, -4);
  • 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)

    // 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
    return false;
    }
    // Make the object solid
    return true;
    },
  • reset the camera position to specified coordinates

    Parameters

    • Optionalx: number = 0

      initial position of the camera on the x axis

    • Optionaly: number = 0

      initial position of the camera on the y axis

    Returns void

  • 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

  • set the camera boundaries (set to the world limit by default). the camera is bound to the given coordinates and cannot move/be scrolled outside of it.

    Parameters

    • x: number

      world left limit

    • y: number

      world top limit

    • w: number

      world width limit

    • h: number

      world height limit

    Returns void

  • change the deadzone settings. the "deadzone" defines an area within the current camera in which the followed renderable can move without scrolling the camera.

    Parameters

    • w: number

      deadzone width

    • h: number

      deadzone height

    Returns void

    follow

  • shake the camera

    Parameters

    • intensity: number

      maximum offset that the screen can be moved while shaking

    • duration: number

      expressed in milliseconds

    • Optionalaxis: number

      specify on which axis to apply the shake effect (see Camera2d.AXIS)

    • OptionalonComplete: Function

      callback once shaking effect is over

    • Optionalforce: boolean

      if true this will override the current effect

    Returns void

    // shake it baby !
    me.game.viewport.shake(10, 500, me.game.viewport.AXIS.BOTH);
  • convert the given world coordinates into "local" (screen) coordinates

    Parameters

    • x: number
    • y: number
    • Optionalv: number

      an optional vector object where to set the converted value

    Returns Vector2d

    a vector with the converted local coordinates