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Classes


Class R.components.collision.Circle


Extends R.components.Collider.
An extension of the ColliderComponent which will check if the object's are colliding based on their world bounding circles. If either of the objects does not have the R.objects.Object2D#getWorldCircle method the test will result in no collision.

By default, this component will perform a simple intersection test which results in a simple true or false test. A more detailed test can be made by setting the component to perform a circle-to-circle collision test which will result in a collision data structure if a collision occurs. Setting the testing mode is done by calling the #setTestMode method.
Defined in: circle.js.

Class Summary
Constructor Attributes Constructor Name and Description
 
R.components.collision.Circle(name, collisionModel, priority)
Creates a collider component for circle-circle collision testing.
Fields borrowed from class R.components.Collider:
COLLIDE_AND_CONTINUE, CONTINUE, DETAILED_TEST, SIMPLE_TEST, STOP
Fields borrowed from class R.components.Base:
TYPE_COLLIDER, TYPE_INPUT, TYPE_LOGIC, TYPE_RENDERING, TYPE_TRANSFORM
Method Summary
Method Attributes Method Name and Description
 
Get the class name of this object
 
Releases the component back into the pool for reuse.
 
setGameObject(gameObject)
Establishes the link between this component and its game object.
 
setHostObject(gameObject)
Deprecated in favor of #setGameObject
 
testCollision(time, dt, collisionObj, objectMask, targetMask)
If a collision occurs, calls the game object's onCollide() method, passing the time of the collision, the potential collision object, and the game object and target's masks.
Methods borrowed from class R.components.Collider:
destroy, execute, getCollideSame, getCollisionData, getCollisionMask, getCollisionModel, getLinkedBody, getObjectType, getSpatialNode, getTestMode, linkPhysicalBody, setCollideSame, setCollisionData, setCollisionMask, setCollisionModel, setObjectType, setTestMode, updateModel
Methods borrowed from class R.components.Base:
getGameObject, getHostObject, getPriority, getType, getTypeString, setPriority
Methods borrowed from class R.engine.BaseObject:
addEvent, addEvents, getElement, jQ, removeEvent, setElement, triggerEvent, update
Methods borrowed from class R.engine.PooledObject:
clearObjectDataModel, getId, getName, getObjectDataModel, getProperties, isDestroyed, setName, setObjectDataModel, toString, toXML
Class Detail
R.components.collision.Circle(name, collisionModel, priority)
Creates a collider component for circle-circle collision testing. Each object must implement either the R.objects.Object2D#getWorldBox or R.objects.Object2D#getCircle method and return a world-oriented bounding box or circle, respectively.
Parameters:
name
{String} Name of the component
collisionModel
{SpatialCollection} The collision model
priority
{Number} Between 0.0 and 1.0, with 1.0 being highest
Method Detail
{String} getClassName()
Get the class name of this object
Returns:
{String} The string "R.components.collision.Circle"

release()
Releases the component back into the pool for reuse. See R.engine.PooledObject#release for more information.

setGameObject(gameObject)
Establishes the link between this component and its game object. When you assign components to a game object, it will call this method so that each component can refer to its game object, the same way a game object can refer to a component with R.engine.GameObject#getComponent.
Parameters:
gameObject
{R.engine.GameObject} The object which hosts this component

setHostObject(gameObject)
Deprecated in favor of #setGameObject
Parameters:
gameObject

{Number} testCollision(time, dt, collisionObj, objectMask, targetMask)
If a collision occurs, calls the game object's onCollide() method, passing the time of the collision, the potential collision object, and the game object and target's masks. The return value should either tell the collision tests to continue or stop.
Parameters:
time
{Number} The engine time (in milliseconds) when the potential collision occurred
dt
{Number} The delta between the world time and the last time the world was updated in milliseconds.
collisionObj
{R.engine.GameObject} The game object with which the collision potentially occurs
objectMask
{Number} The collision mask for the game object
targetMask
{Number} The collision mask for collisionObj
Returns:
{Number} A status indicating whether to continue checking, or to stop

Documentation generated by JsDoc Toolkit 2.4.0 on Mon Mar 18 2013 16:09:15 GMT-0400 (EDT)