UIBaseElement

class UIBaseElement extends Container

This is a basic clickable and draggable container which you can use in your game UI. Use this for example if you want to display a panel that contains text, images or other UI elements.

Constructor


new UIBaseElement(x: number, y: number, w: number, h: number) → {}
Parameters:
Name Type Description
x number

The x position of the container

y number

The y position of the container

w number

width of the container

h number

height of the container

Summary


Properties from UIBaseElement

Properties inherited from Rect

number
bottom
number
centerX
number
centerY
number
height
number
left
number
right
number
top
string
type = "Rectangle"
number
width

Properties inherited from Polygon

Array<Vector2d>
points

Methods inherited from Container

Renderable
addChild(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText, z: number)
Renderable
addChildAt(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText, index: number)
forEach(callback: Function, thisArg: object)
Renderable
getChildAt(index: number)
Renderable
getChildByGUID(guid: string | RegExp | number | boolean)
Array<Renderable>
getChildByName(name: string | RegExp | number | boolean)
Array<Renderable>
getChildByProp(prop: string, value: string | RegExp | number | boolean)
Array<Renderable>
getChildByType(classType: object)
number
getChildIndex(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
Array<Renderable>
getChildren()
Renderable
getNextChild(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
Container
getRootAncestor()
boolean
hasChild(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
boolean
isAttachedToRoot()
moveDown(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
moveToBottom(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
moveToTop(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
moveUp(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
onChildChange(index: number)
removeChild(child: RendRenderable | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapTexterable, keepalive: boolean)
removeChildNow(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText, keepalive: boolean)
reset()

reset the container, removing all childrens, and reseting transforms.

setChildsProperty(prop: string, value: object, recursive: boolean)
sort(recursive: boolean)
swapChildren(child: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText, child2: Renderable | Entity | Sprite | Collectable | Trigger | Draggable | DropTarget | NineSliceSprite | ImageLayer | ColorLayer | Light2d | UIBaseElement | UISpriteElement | UITextButton | Text | BitmapText)
Bounds
updateBounds(absolute: boolean)
protected draw(renderer: CanvasRenderer | WebGLRenderer, viewport: Camera2d)
boolean
protected update(dt: number)

Public Properties


floating uibaseelement.js:65
floating: boolean = true

boolean

UI base elements use screen coordinates by default (Note: any child elements added to a UIBaseElement should have their floating property to false)

See: Renderable.floating
holdThreshold uibaseelement.js:37
holdThreshold: number = 250

number

Tap and hold threshold timeout in ms

hover uibaseelement.js:51
hover: boolean = false

boolean

true if the pointer is over the object

isClickable uibaseelement.js:23
isClickable: boolean = true

boolean

object can be clicked or not

isDraggable uibaseelement.js:30
isDraggable: boolean = false

boolean

object can be clicked or not

isHoldable uibaseelement.js:44
isHoldable: boolean = false

boolean

object can be tap and hold

released uibaseelement.js:58
released: boolean = false

boolean

false if the pointer is down, or true when the pointer status is up

Public Methods


onClick uibaseelement.js:110
onClick(event: Pointer) → {boolean}

function called when the object is pressed (to be extended)

Parameters:
Name Type Description
event Pointer

the event object

Returns:
Type Description
boolean

return false if we need to stop propagating the event

onHold uibaseelement.js:225
onHold() → {}

function called when the object is pressed and held
to be extended

onMove uibaseelement.js:149
onMove(event: Pointer) → {}

function called when the pointer is moved over the object

Parameters:
Name Type Description
event Pointer

the event object

onOut uibaseelement.js:182
onOut(event: Pointer) → {}

function called when the pointer is leaving the object area

Parameters:
Name Type Description
event Pointer

the event object

onOver uibaseelement.js:157
onOver(event: Pointer) → {}

function called when the pointer is over the object

Parameters:
Name Type Description
event Pointer

the event object

onRelease uibaseelement.js:204
onRelease() → {boolean}

function called when the object is pressed and released (to be extended)

Returns:
Type Description
boolean

return false if we need to stop propagating the event


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