the x coordinates of the entity object
the y coordinates of the entity object
Entity properties, to be defined through Tiled or when calling the entity constructor

OptionalanchorPoint?: anyEntity anchor point
OptionalcollisionMask?: numberMask collision detection for this object
Optionalframeheight?: numberheight of a single frame in the given spritesheet
Optionalframewidth?: numberwidth of a single frame in the given spritesheet
the physical height the entity takes up in game
Optionalid?: stringobject unique IDs
Optionalimage?: string | (new (width?: number, height?: number) => HTMLImageElement)resource name of a spritesheet to use for the entity renderable component
Optionalname?: stringobject entity name
Optionalshapes?: Rect[] | Polygon[] | Line[] | Ellipse[]the initial list of collision shapes (usually populated through Tiled)
Optionaltype?: stringobject type
the physical width the entity takes up in game
dead/living state of the entity
default value : true
Define the renderable opacity
Set to zero if you do not wish an object to be drawn
Whether the renderable object will always update, even when outside of the viewport
a reference to the parent object that contains this renderable
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}.
When enabled, an object container will automatically apply any defined transformation before calling the child draw method.
// 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;
....
}
the blend mode to be applied to this renderable (see renderer setBlendMode for available blend mode)
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);
}
...
}
the renderable default transformation matrix
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.
If true, this renderable will be rendered using screen coordinates, as opposed to world coordinates. Use this, for example, to define UI elements.
(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)
object unique ID (as defined in Tiled)
a list of indices for all vertices composing this polygon
when true the renderable will be redrawn during the next update cycle
If true then physic collision and input events will not impact this renderable
make the renderable object persistent over level changes
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.
The name of the renderable
an event handler that is called when the renderable leave or enter a camera viewport
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
(Experimental) an optional shader, to be used instead of the default built-in one, when drawing this renderable (WebGL only)
The shape type (used internally).
Whether to update this object when the game is paused.
bottom coordinate of the Rectangle
absolute center of this rectangle on the horizontal axis
absolute center of this rectangle on the vertical axis
the depth of this renderable on the z axis
height of the Rectangle
The left coordinate of the Rectangle.
returns the parent application (or game) to which this renderable is attached to
the parent application or undefined if not attached to any container/app
The entity renderable component (can be any objects deriving from me.Renderable, like me.Sprite for example)
right coordinate of the Rectangle
top coordinate of the Rectangle
width of the Rectangle
return the angle to the specified target
angle in radians
center the rectangle position around the given coordinates
the x coordinate around which to center this rectangle
the y coordinate around which to center this rectangle
this rectangle
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)
x coordinate or a vector point to check
y coordinate
True if the polygon contain the point, otherwise false
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)
True if the polygon contain the point, otherwise false
Returns true if the rectangle contains the given rectangle
rectangle to test
True if the rectangle contain the given rectangle, otherwise false
return the distance to the specified target
distance
draw this entity (automatically called by melonJS)
a renderer instance
Optionalviewport: anythe viewport to (re)draw
Check if this rectangle is identical to the specified one.
Other rectangle.
true if equals
flip the renderable on the horizontal axis (around the center of the renderable)
Optionalflip: boolean = truetrue to flip this renderable.
Reference to this object for method chaining
flip the renderable on the vertical axis (around the center of the renderable)
Optionalflip: boolean = truetrue to flip this renderable.
Reference to this object for method chaining
return the renderable absolute position in the game world
returns a list of indices for all triangles defined in this polygon
an array of vertex indices for all triangles forming this polygon.
get the renderable alpha channel value
current opacity value between 0 and 1
Returns true if the vertices composing this polygon form a convex shape (vertices must be in clockwise order).
true if the vertices are convex, false if not, null if not computable
Determines whether all coordinates of this rectangle are finite numbers.
false if all coordinates are positive or negative Infinity or NaN; otherwise, true.
Rotate this renderable towards the given target.
the renderable or position to look at
Reference to this object for method chaining
update the bounds when the body is modified
onCollision callback, triggered in case of collision, when this renderable body is colliding with another one
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;
},
onDeactivateEvent Notification function
OnDestroy Notification function
Called by engine before deleting the object
check if this rectangle is intersecting with the specified one
Other rectangle.
true if overlaps
restore the rendering context after drawing (automatically called by melonJS).
a renderer object
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.
a renderer object
Computes the calculated collision polygon.
This must be called if the points array, angle, or offset is modified manually.
Reference to this object for method chaining
resize the rectangle
new width of the rectangle
new height of the rectangle
this rectangle
Rotate this renderable by the specified angle (in radians).
The angle to rotate (in radians)
Optionalv: anyan optional point to rotate around
Reference to this object for method chaining
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.
a number representing the abscissa of the scaling vector.
Optionaly: number = xa number representing the ordinate of the scaling vector.
Reference to this object for method chaining
scale the renderable around his anchor point
scaling vector
Reference to this object for method chaining
set the renderable alpha channel value
opacity value between 0.0 and 1.0
set new value to the Polygon
position of the Polygon
position of the Polygon
array of vector or vertice defining the Polygon
this instance for objecf chaining
Set new dimensions for the rectangle.
The new width of the rectangle.
The new height of the rectangle.
set the vertices defining this Polygon
array of vector or vertice defining the Polygon
this instance for objecf chaining
apply an isometric projection to this shape
Reference to this object for method chaining
Returns a polygon whose edges are the same as this box.
a new Polygon that represents this rectangle.
multiply the renderable currentTransform with the given matrix
the transformation matrix
Reference to this object for method chaining
Translates the Polygon by the specified offset.
The x offset or a vector point to translate by.
Optionaly: numberThe y offset. This parameter is required if the first parameter is a number.
Reference to this object for method chaining
update the bounding box for this entity.
Optionalabsolute: boolean = trueupdate the bounds size and position in (world) absolute coordinates
this entity bounding box Rectangle object
a Generic Object Entity