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    Class World

    an object representing the physic world, and responsible for managing and updating all childs and physics

    Hierarchy (View Summary)

    Index

    Constructors

    • Parameters

      • Optionalx: number = 0

        position of the container (accessible via the inherited pos.x property)

      • Optionaly: number = 0

        position of the container (accessible via the inherited pos.y property)

      • Optionalwidth: number = Infinity

        width of the container

      • Optionalheight: number = Infinity

        height of the container

      Returns World

    Properties

    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>
    

    the application (game) this physic world belong to

    autoDepth: boolean

    Specify if the children z index should automatically be managed by the parent container

    true
    
    autoSort: boolean

    Specify if the children list should be automatically sorted when adding a new child

    true
    
    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;
    ....
    }
    backgroundColor: Color

    define a background color for this container

    (0, 0, 0, 0.0)
    
    // add a red background color to this container
    this.backgroundColor.setColor(255, 0, 0);
    blendMode: string

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

    "normal"
    
    • CanvasRenderer#setBlendMode
    • WebGLRenderer#setBlendMode
    bodies: Set<Body>

    the active physic bodies in this simulation

    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);
    }

    ...

    }
    broadphase: QuadTree

    the instance of the game world quadtree used for broadphase (used by the builtin physic and pointer event implementation)

    clipping: boolean

    Specify if the container draw operation should clip his children to its own bounds

    false
    
    currentTransform: Matrix2d

    the renderable default transformation matrix

    detector: Detector

    the collision detector instance used by this world instance

    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.

    enableChildBoundsUpdate: boolean

    Specify if the container bounds should automatically take in account all child bounds when updated (this is expensive and disabled by default, only enable if necessary)

    false
    
    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
    
    fps: number

    the rate at which the game world is updated, may be greater than or lower than the display fps

    60
    

    timer.maxfps

    gravity: Vector2d

    world gravity

    <0,0.98>
    
    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)

    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

    ""
    
    onChildChange: () => void

    a callback to be extended, triggered after a child has been added or removed

    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!");
    }
    };
    physic: string

    the physic engine used by melonJS

    ApplicationSettings.physic

    "builtin"
    
    // disable builtin physic
    me.game.world.physic = "none";
    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

    preRender: boolean

    Enabled pre-rendering for all tile layers.
    If false layers are rendered dynamically, if true layers are first fully rendered into an offscreen canvas.
    the "best" rendering method depends of your game (amount of layer, layer size, amount of tiles per layer, etc.)
    Note : rendering method is also configurable per layer by adding a boolean "preRender" property to your layer in Tiled (https://doc.mapeditor.org/en/stable/manual/custom-properties/#adding-properties).

    false
    
    root: boolean

    whether the container is the root of the scene

    false
    
    shader: GLShader

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

    undefined
    
    sortOn: string

    The property of the child object that should be used to sort on this container value : "x", "y", "z"

    "z"
    
    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

    • Add a child to the container
      if auto-sort is disable, the object will be appended at the bottom of the list. Adding a child to the container will automatically remove it from its other container. Meaning a child can only have one parent. This is important if you add a renderable to a container then add it to the World container it will move it out of the orginal container. Then when the World container reset() method is called the renderable will not be in any container.
      if the given child implements a onActivateEvent method, that method will be called once the child is added to this container.

      Parameters

      • child: any

        Child to be added

      • Optionalz: number

        forces the z index of the child to the specified value

      Returns Renderable

      the added child

    • 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
      }
    • The forEach() method executes a provided function once per child element.
      the callback function is invoked with three arguments:

      • The current element being processed in the array
      • The index of element in the array.
      • The array forEach() was called upon.

      Parameters

      • callback: Function

        fnction to execute on each element

      • OptionalthisArg: object

        value to use as this(i.e reference Object) when executing callback.

      Returns void

      // iterate through all children of this container
      container.forEach((child) => {
      // do something with the child
      child.doSomething();
      });
      container.forEach((child, index) => { ... });
      container.forEach((child, index, array) => { ... });
      container.forEach((child, index, array) => { ... }, thisArg);
    • returns the list of childs with the specified name
      as defined in Tiled (Name field of the Object Properties)
      note : avoid calling this function every frame since it parses the whole object list each time

      Parameters

      • name: string | number | boolean | RegExp

        child name

      Returns Renderable[]

      Array of children

    • return the child corresponding to the given property and value.
      note : avoid calling this function every frame since it parses the whole object tree each time

      Parameters

      • prop: string

        Property name

      • value: string | number | boolean | RegExp

        Value of the property

      Returns Renderable[]

      Array of childs

      // get the first child object called "mainPlayer" in a specific container :
      let ent = myContainer.getChildByProp("name", "mainPlayer");

      // or query the whole world :
      let ent = container.getChildByProp("name", "mainPlayer");

      // partial property matches are also allowed by using a RegExp.
      // the following matches "redCOIN", "bluecoin", "bagOfCoins", etc :
      let allCoins = container.getChildByProp("name", /coin/i);

      // searching for numbers or other data types :
      let zIndex10 = container.getChildByProp("z", 10);
      let inViewport = container.getChildByProp("inViewport", true);
    • 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;
      },
    • Removes (and optionally destroys) a child from the container.
      (removal is immediate and unconditional)
      Never use keepalive=true with objects from pool. Doing so will create a memory leak.

      Parameters

      • child: any

        Child to be removed

      • Optionalkeepalive: boolean

        True to prevent calling child.destroy()

      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

    • Automatically set the specified property of all childs to the given value

      Parameters

      • prop: string

        property name

      • value: object

        property value

      • Optionalrecursive: boolean

        recursively apply the value to child containers if true

      Returns void

    • Shifts the Polygon to the given position vector.

      Parameters

      • x: number

        The x coordinate or a vector point to shift to.

      • Optionaly: number

        The y coordinate. This parameter is required if the first parameter is a number.

      Returns void

      polygon.shift(10, 10);
      // or
      polygon.shift(myVector2d);
    • Shifts the Polygon to the given position vector.

      Parameters

      Returns void

      polygon.shift(10, 10);
      // or
      polygon.shift(myVector2d);
    • update the builtin physic simulation by one step (called by the game world update method)

      Parameters

      • dt: number

        the time passed since the last frame update

      Returns void