melonjs
    Preparing search index...

    Class Entity

    a Generic Object Entity

    Hierarchy (View Summary)

    Index

    Constructors

    • Parameters

      • x: number

        the x coordinates of the entity object

      • y: number

        the y coordinates of the entity object

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

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

        • OptionalanchorPoint?: any

          Entity anchor point

        • OptionalcollisionMask?: number

          Mask collision detection for this object

        • Optionalframeheight?: number

          height of a single frame in the given spritesheet

        • Optionalframewidth?: number

          width of a single frame in the given spritesheet

        • height: number

          the physical height the entity takes up in game

        • Optionalid?: string

          object unique IDs

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

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

        • Optionalname?: string

          object entity name

        • Optionalshapes?: Rect[] | Polygon[] | Line[] | Ellipse[]

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

        • Optionaltype?: string

          object type

        • width: number

          the physical width the entity takes up in game

      Returns Entity

    Properties

    alive: boolean

    dead/living state of the entity
    default value : true

    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);
    }

    ...

    }
    currentTransform: Matrix2d

    the renderable default transformation matrix

    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: 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
    
    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)

    id: number

    object unique ID (as defined in Tiled)

    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
    

    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

    ""
    
    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

    shader: GLShader

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

    undefined
    
    type: string = "Rectangle"

    The shape type (used internally).

    updateWhenPaused: boolean

    Whether to update this object when the game is paused.

    false
    

    Accessors

    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
      }
    • Returns true if the vertices composing this polygon form a convex shape (vertices must be in clockwise order).

      Returns boolean | null

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

    • 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;
      },
    • 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

      • Renderable#draw
      • Renderable#postDraw
    • 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