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Classes


Class R.objects.SpriteActor


Extends R.objects.Object2D.
A SpriteActor is an actor object within a game, whose renderer is a 2D sprite. It can have actions assigned to it, which are triggered by either a controlling player or generated by the program.
Defined in: spriteactor.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
Create a sprite actor
Fields borrowed from class R.struct.Container:
EMPTY
Method Summary
Method Attributes Method Name and Description
 
deserialize(obj, spriteLoaders, clazz)
Deserialize the object back into a sprite actor.
 
Destroy the object
 
Get the actor's unique Id which references this object
 
Get the class name of this object
 
Get the collision bitmask for this object
 
Get the events object for this actor.
 
Check to see if this actor is affected by gravity.
 
Get a properties object for this sprite actor
 
Get the sprite which represents this actor
 
getVariable(varName)
Get the value of the specified variable.
 
Returns true if the actor can be collided with
 
onCollide(collisionObj, time, dt, targetMask)
Host callback which is triggered when collision occurs between this object and another object.
 
Release the object back into the pool.
 
serialize(actor, defaults)
Serialize the sprite actor into an object.
 
setActorId(actorId)
Set the actor's Id which can be looked up with R.objects.SpriteActor#findActor
 
Set a flag which will determine if the actor will collide with anything
 
setCollisionMask(collisionMask)
Set the collision bitmask for this object
 
Set a flag indicating that this actor is affected by gravity.
 
setSprite(sprite)
Set the sprite which represents this actor
 
setVariable(varName, value)
Set the value of the specified variable.
 
update(renderContext, time, dt)
Update the player within the rendering context.
Methods borrowed from class R.objects.Object2D:
getAABB, getBoundingBox, getBoundingCircle, getCollisionHull, getDefaultTransformComponent, getLastPosition, getOrigin, getOriginPosition, getPosition, getRenderPosition, getRenderRotation, getRotation, getScale, getScaleX, getScaleY, getTransformationMatrix, getWorldBox, getWorldCircle, getZIndex, setBoundingBox, setCollisionHull, setDefaultTransformComponent, setOrigin, setPosition, setRotation, setScale, setZIndex
Methods borrowed from class R.engine.GameObject:
add, componentSort, getComponent, getComponentByClass, getRenderContext, isDirty, isKeepAlive, markDirty, remove, setKeepAlive, setRenderContext, wasDirty
Methods borrowed from class R.struct.HashContainer:
cleanUp, clear, get, isInHash, removeAtIndex, removeHash
Methods borrowed from class R.struct.Container:
addAll, append, clone, concat, contains, filter, forEach, fromArray, getAll, getObjects, insert, iterator, reduce, replace, replaceAt, size, sort, subset, toXML
Methods borrowed from class R.engine.BaseObject:
addEvent, addEvents, getElement, jQ, removeEvent, setElement, triggerEvent
Methods borrowed from class R.engine.PooledObject:
clearObjectDataModel, getId, getName, getObjectDataModel, isDestroyed, setName, setObjectDataModel, toString
Class Detail
R.objects.SpriteActor(name)
Create a sprite actor
Parameters:
name
{String} The name of the object
Method Detail
{R.objects.SpriteActor} deserialize(obj, spriteLoaders, clazz)
Deserialize the object back into a sprite actor.
Parameters:
obj
{Object} The object to deserialize
spriteLoaders
{Array} An array of sprite loaders
clazz Optional
{Class} The object class to populate
Returns:
{R.objects.SpriteActor} The object which was deserialized

destroy()
Destroy the object

{String} getActorId()
Get the actor's unique Id which references this object
Returns:
{String}

{String} getClassName()
Get the class name of this object
Returns:
The string R.objects.SpriteActor

{String} getCollisionMask()
Get the collision bitmask for this object
Returns:
{String}

{Object} getConfig()
Get the events object for this actor. The configuration is a collection of variables and scripts which are used to run the actor. When scripts are called, the scope of the callback is the actor. The following are included:
Returns:
{Object}

{Boolean} getGravityFlag()
Check to see if this actor is affected by gravity.
Returns:
{Boolean}

{Object} getProperties()
Get a properties object for this sprite actor
Returns:
{Object}

{R.resources.types.Sprite} getSprite()
Get the sprite which represents this actor
Returns:
{R.resources.types.Sprite}

{Object} getVariable(varName)
Get the value of the specified variable.
Parameters:
varName
{String}
Returns:
{Object} The value of the variable

{Boolean} isCollidable()
Returns true if the actor can be collided with
Returns:
{Boolean}

{Number} onCollide(collisionObj, time, dt, targetMask)
Host callback which is triggered when collision occurs between this object and another object. This will typically trigger an event callback for scripted events.
Parameters:
collisionObj
{R.objects.Object2D} The object that this object collided with
time
{Number} The time at which the collision occurred
dt
{Number} The delta between the world time and the last time the world was updated in milliseconds.
targetMask
{Number} The collision mask for the object this collided with
Returns:
{Number} Returns a flag which tells the collision system what to do

release()
Release the object back into the pool.

{Object} serialize(actor, defaults)
Serialize the sprite actor into an object.
Parameters:
actor
{R.engine.SpriteActor} The object to serialize
defaults Optional
{Object} Default values that don't need to be serialized unless they are different.
Returns:
{Object}

setActorId(actorId)
Set the actor's Id which can be looked up with R.objects.SpriteActor#findActor
Parameters:
actorId
{String} A unique Id to reference this object

setCollidable(state)
Set a flag which will determine if the actor will collide with anything
Parameters:
state
{Boolean} true to collide with other objects

setCollisionMask(collisionMask)
Set the collision bitmask for this object
Parameters:
collisionMask
{String} A binary string of ones and zeros

setGravityFlag(state)
Set a flag indicating that this actor is affected by gravity.
Parameters:
state
{Boolean} true to enable gravity on this actor

setSprite(sprite)
Set the sprite which represents this actor
Parameters:
sprite
{R.resources.types.Sprite} The sprite

setVariable(varName, value)
Set the value of the specified variable.
Parameters:
varName
{String} The name of the variable
value
{Object} The value to assign to the variable

update(renderContext, time, dt)
Update the player within the rendering context. This draws the shape to the context, after updating the transform of the object. If the player is thrusting, draw the thrust flame under the ship.
Parameters:
renderContext
{R.rendercontexts.AbstractRenderContext} The rendering context
time
{Number} The engine time in milliseconds
dt
{Number} The delta between the world time and the last time the world was updated in milliseconds.

Documentation generated by JsDoc Toolkit 2.4.0 on Mon Mar 18 2013 16:09:19 GMT-0400 (EDT)