the x coordinate of the GUI Object
the y coordinate of the GUI Object
See Sprite
(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)
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}
.
animation cycling speed (delay between frame in ms)
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;
....
}
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
If true, this renderable will be rendered using screen coordinates, as opposed to world coordinates. Use this, for example, to define UI elements.
Tap and hold threshold timeout in ms
true if the pointer is over the object
object can be clicked or not
when true the renderable will be redrawn during the next update cycle
object can be tap and hold
If true then physic collision and input events will not impact this renderable
make the renderable object persistent over level changes
true if this is a video sprite (e.g. a HTMLVideoElement was passed as as source)
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}
]);
The name of the renderable
global offset for the position to draw from on the source image.
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 recalc
afterwards 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 source texture object this sprite object is using
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
Whether the renderable object is visible and within the viewport
returns true if this renderable is flipped on the horizontal axis
returns true if this renderable is flipped on the vertical axis
Whether the renderable object is floating (i.e. used screen coordinates), or contained in a floating parent container
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
right coordinate of the Rectangle
top coordinate of the Rectangle
add an animation
For fixed-sized cell sprite sheet, the index list must follow the
logic as per the following example :
animation id
list of sprite index or name defining the animation. Can also use objects to specify delay for each frame, see below
Optional
animationspeed: numbercycling speed for animation in ms
frame amount of frame added to the animation (delay between each frame).
Sprite#animationspeed
// walking animation
this.addAnimation("walk", [ 0, 1, 2, 3, 4, 5 ]);
// standing animation
this.addAnimation("stand", [ 11, 12 ]);
// eating animation
this.addAnimation("eat", [ 6, 6 ]);
// rolling animation
this.addAnimation("roll", [ 7, 8, 9, 10 ]);
// slower animation
this.addAnimation("roll", [ 7, 8, 9, 10 ], 200);
// or get more specific with delay for each frame. Good solution instead of repeating:
this.addAnimation("turn", [{ name: 0, delay: 200 }, { name: 1, delay: 100 }])
// can do this with atlas values as well:
this.addAnimation("turn", [{ name: "turnone", delay: 200 }, { name: "turntwo", delay: 100 }])
// define an dying animation that stop on the last frame
this.addAnimation("die", [{ name: 3, delay: 200 }, { name: 4, delay: 100 }, { name: 5, delay: Infinity }])
// set the standing animation as default
this.setCurrentAnimation("stand");
return the angle to the specified target
angle in radians
return the distance to the specified target
distance
draw this srite (automatically called by melonJS)
a renderer instance
check if this rectangle is identical to the specified one
true if equals
flip the renderable on the horizontal axis (around the center of the renderable)
Optional
flip: 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)
Optional
flip: boolean = truetrue
to flip this renderable.
Reference to this object for method chaining
Rotate this renderable towards the given target.
the renderable or position to look at
Reference to this object for method chaining
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;
},
check if this rectangle is intersecting with the specified one
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
Rotate this renderable by the specified angle (in radians).
The angle to rotate (in radians)
Optional
v: Vector2d | ObservableVector2dan 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.
Optional
y: 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 current animation this will always change the animation & set the frame to zero
animation id
Optional
resetAnim: string | Functionanimation id to switch to when complete, or callback
Optional
preserve_dt: boolean = falseif false will reset the elapsed time counter since last frame
Reference to this object for method chaining
// set "walk" animation
this.setCurrentAnimation("walk");
// set "walk" animation if it is not the current animation
if (this.isCurrentAnimation("walk")) {
this.setCurrentAnimation("walk");
}
// set "eat" animation, and switch to "walk" when complete
this.setCurrentAnimation("eat", "walk");
// set "die" animation, and remove the object when finished
this.setCurrentAnimation("die", () => {
world.removeChild(this);
return false; // do not reset to first frame
});
// set "attack" animation, and pause for a short duration
this.setCurrentAnimation("die", () => {
this.animationpause = true;
// back to "standing" animation after 1 second
setTimeout(function () {
this.setCurrentAnimation("standing");
}, 1000);
return false; // do not reset to first frame
});
set new value to the rectangle shape
position of the Rectangle
position of the Rectangle
width of the rectangle, or an array of vector defining the rectangle
Optional
h: numberheight of the rectangle, if a numeral width parameter is specified
Rest
...args: anythis rectangle
multiply the renderable currentTransform with the given matrix
the transformation matrix
Reference to this object for method chaining
Protected
updateProtected
update function.
automatically called by the game manager game
time since the last update in milliseconds.
true if the Sprite is dirty
A very basic object to manage GUI elements
Deprecated
since 14.0.0
See
UISpriteElement