Constructor
new Sprite(config)
Parameters:
Name | Type | Description | |||||||||||||||||||||||||||||||||||
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config |
object | A config object that sets some basic properties.
Properties
|
- Source:
Fires:
Extends
Members
animation :string
The name if the current aniamtion which is playing. To start an animation, you simple set this property to the name of the desired animation. To stop the current animation and freeze on the current frame, you set this property to `undefined`.
Type:
- string
- Source:
animations :object
A dictionary with all the animations that have been added to this sprite.
Type:
- object
- Source:
body :module:physics~Body
A physics body. Use addBody to attach a body to this game object.
Type:
- Overrides:
- Default Value:
- undefined
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fillStyle :string
A color to use as fill, when the game object requires a fill.
Type:
- string
- Overrides:
- Default Value:
- #000000
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frame :number
The index of the frame to render. Zero indexed.
Type:
- number
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frames :Array.<object>
Internal data about the x and y positions of individual frames in the image asset.
Type:
- Array.<object>
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height :number
The game object's height.
Type:
- number
- Overrides:
- Source:
lifespan :number
How long this game object will remain on the scene in millieseconds. Use this for things like particles to let the engine remove them automatically. When it is undefined the game object will remain on the scene until it is removed manually or until the scene shuts down.
Type:
- number
- Overrides:
- Default Value:
- undefined
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listeners :object
A dictionary of the event callbacks attached to this object.
Type:
- object
- Overrides:
- Source:
name :string
The name of the image asset to use. You can change this to another asset if it has the same layout of frames.
Type:
- string
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offsetX :number
How much to displace this game object's x position in relation to the body's x position.
Type:
- number
- Overrides:
- Default Value:
- 0
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offsetY :number
How much to displace this game object's y position in relation to the body's y position.
Type:
- number
- Overrides:
- Default Value:
- 0
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scene :module:core~Scene
A reference to the scene this game object is attached to.
Type:
- Overrides:
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scrollFactorX :number
A number between 0 and 1. How much the game object is influenced by camera movement along the x axis. 1 means the game object keeps it's position in the scene. 0 means it is static in the viewport.
Type:
- number
- Overrides:
- Default Value:
- 1
- Source:
scrollFactorY :number
A number between 0 and 1. How much the game object is influenced by camera movement along the y axis. 1 means the game object keeps it's position in the scene. 0 means it is static in the viewport.
Type:
- number
- Overrides:
- Default Value:
- 1
- Source:
visible :boolean
Wether or not this game object will be rendered.
Type:
- boolean
- Overrides:
- Default Value:
- true
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width :number
The game object's width.
Type:
- number
- Overrides:
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x :number
The game object's mid x position.
Type:
- number
- Overrides:
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y :number
The game object's mid y position.
Type:
- number
- Overrides:
- Source:
Methods
addAnimation(config)
Adds animation and frame data to this sprite.
Parameters:
Name | Type | Description | |||||||||||||||||||||||||
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config |
object | A config describing the animation data.
Properties
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- Source:
addBody(body) → {module:gameobjects~GameObject}
Adds a physics body to this game object and sets the position, width and height of the physics body to this game object's position, width and height. And returns this game object.
Parameters:
Name | Type | Description |
---|---|---|
body |
module:physics~Body | An instance of a physics body |
- Overrides:
- Source:
Returns:
destroy()
Automatically called when the scene shuts down to clean up events and references. When you override this method, use `super.destroy()`
- Overrides:
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draw(context)
Calculates which frame to use and blits it onto the game canvas.
Parameters:
Name | Type | Description |
---|---|---|
context |
CanvasRenderingContext2D | The translated game canvas context. |
- Overrides:
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emit(type, eopt)
Emits the event of a certain type and executes all callbacks.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
type |
string | The name of the event it emits. | |
e |
object |
<optional> |
An optional object that will be passed to the callbacks first argument. |
- Overrides:
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off(typeopt, callbackopt)
Removes listeners from this object.
Parameters:
Name | Type | Attributes | Description |
---|---|---|---|
type |
string |
<optional> |
The name of the event to remove callback(s) for. If left empty, it will remove every single callback from this object. |
callback |
function |
<optional> |
The callback to remove. If left empty, it will remove all callbacks for the given type or when the type is empty every single callback on this object. |
- Overrides:
- Source:
on(type, callback)
Continually listen on this object for an event.
Parameters:
Name | Type | Description |
---|---|---|
type |
string | The name of the event. |
callback |
function | The function to execute each time the event is emitted. |
- Overrides:
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once(type, callback)
Listen on this object for an event, but execute the callback only once.
Parameters:
Name | Type | Description |
---|---|---|
type |
string | The name of the event. |
callback |
function | The function to execute once. |
- Overrides:
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render(context, offset)
Called automatically every frame. Translates the canvas 2d context to the position of this game object and calls this game object's draw method. And then restores the context.
Parameters:
Name | Type | Description |
---|---|---|
context |
CanvasRenderingContext2D | The canvas render context. |
offset |
object | The scene's offset as manipulated by the camera. |
- Overrides:
- Source:
tickAnimation()
Internal function that calculates the frame number for the draw method.
- Source:
Events
animationstopped
Notifies when the current animation has stopped.
- Source: