Libraries.Game.Layer2D Documentation

The Layer2D class is used to manage a number of 2D objects, as well as manage input. The Layer2D effectively consists of a 2D "world", where all objects added to it exist in the same space and can interact with each other.

Example Code

use Libraries.Game.Game
use Libraries.Game.Layer2D
use Libraries.Game.Graphics.Drawable

class Main is Game

    action Main
        StartGame()
    end

    action CreateGame
        Drawable box
        box:LoadFilledRectangle(50, 50)
        box:SetPosition(100, 100)

        Drawable circle
        circle:LoadFilledCircle(25)
        circle:SetPosition(300, 100)

        Layer2D layer
        layer:Add(box)
        layer:Add(circle)
        AddLayer(layer)
    end

    action Update(number seconds)
    end
end

Inherits from: Libraries.Language.Object, Libraries.Game.Layer

Summary

Actions Summary Table

ActionsDescription
Add(integer index, Libraries.Interface.Item2D item)This action will add an Item2D to this Layer's array of items at the index location.
Add(Libraries.Interface.Item2D item)This action will add an Item2D to this Layer.
AddCollisionListener(Libraries.Interface.Events.CollisionListener2D listener)AddCollisionListener will add a collision listener to this layer.
AddJoint(Libraries.Game.Physics.Joints.Joint2D joint)
AddMouseListener(Libraries.Interface.Events.MouseListener listener)This action will add a MouseListener to the layer.
AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)This action will add a MouseMovementListener to the layer.
AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)This action will add a MouseWheelListener to the layer.
AddToFront(Libraries.Interface.Item2D item)This action will add an Item2D to this layer's array of items at index 0.
AddTouchListener(Libraries.Interface.Events.TouchListener listener)This action will add a TouchListener to the layer.
AutomaticallyClearForces()
ClearForces()
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns a CompareResult.
Draw()This action will draw all items in this Layer on the screen (if they can be drawn and they aren't hidden).
Empty()This action will clear all the items in this layer.
EnablePhysics(boolean flag)
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
Get(integer index)This action will get an Item2D stored in the layer at the given index in the layer's internal array of items.
GetAutomaticResizing()This action returns whether or not the Layer will automatically respond to ResizeEvents.
GetCamera()This action will return the camera being used by this Layer.
GetCollisionList()This action gets the list of items on this layer that are colliding and returns it as an array.
GetCollisionManager()This action gets the collision manager for this object which is responsible for managing the collisions between all colliding items on this layer.
GetFromEnd()This action will return the item stored at the end of the layer's array of items.
GetFromFront()This action will return the Item2D at the front of the layer's array of items.
GetGravity()
GetHashCode()This action gets the hash code for an object.
GetIterator()This action will return an iterator of all the Item2D's stored inside this layer's array of items.
GetSimulationThreshold()
GetSize()This action will return the number of items that have been added to this layer.
Hide()This action will hide the Layer.
IsContinuousPhysics()
IsEmpty()This action will return false if there are items stored in this layer's array of items, or true if there are none.
IsShowing()This action will return if the current layer is currently visible or not.
IsSimulationRequired()
IsSubStepping()
IsWarmStarting()
PhysicsEnabled()
ProcessMouseEvent(Libraries.Interface.Events.MouseEvent event)This action will notify mouse listeners that are a part of this layer of the given mouse event.
ProcessTouchEvent(Libraries.Interface.Events.TouchEvent event)This action will notify touch listeners that are a part of this layer of the given touch event.
Remove(Libraries.Interface.Item2D item)This action will remove an Item2D from this layer.
RemoveAt(integer index)This action will remove an Item2D at the index location from this layer's array of items, and return the item that was removed.
RemoveCollisionListener(Libraries.Interface.Events.CollisionListener2D listener)RemoveCollisionListener removes a collision listener to this layer.
RemoveFromEnd()This action will remove an Item2D from the end of the array of items in the layer, and return the item that was removed.
RemoveFromFront()This action will remove an Item2D from the front of the array of items in this layer, and return the item that was removed.
RemoveJoint(Libraries.Game.Physics.Joints.Joint2D joint)
RemoveMouseListener(Libraries.Interface.Events.MouseListener listener)This action will remove a MouseListener from the layer.
RemoveMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)This action will remove a MouseMovementListener from the layer.
RemoveMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)This action will remove a MouseWheelListener from the layer.
RemoveTouchListener(Libraries.Interface.Events.TouchListener listener)This action will remove a TouchListener from the layer.
RequireSimulation(boolean flag)
Resize(Libraries.Interface.Events.ResizeEvent event)
Set(integer index, Libraries.Interface.Item2D item)This action will set the value of the given index in the layer's array of items to be the given Item2D.
SetAutomaticResizing(boolean resizing)This action sets if the Layer should automatically respond to ResizeEvents.
SetAutomaticallyClearForces(boolean flag)
SetCamera(Libraries.Game.Graphics.Camera cam)This action will set the camera being used by this Layer.
SetColorFilter(Libraries.Game.Graphics.Color color)Using SetColorFilter will tint all drawn objects on the layer that do not have their own custom color tint.
SetColorFilter(number red, number green, number blue, number alpha)SetColorFilter can be called using four number parameters instead of a color object.
SetContinuousPhysics(boolean flag)
SetGravity(number gravityX, number gravityY)
SetGravity(Libraries.Compute.Vector2 gravity)
SetNewItemAdded(boolean flag)This action indicates that the layer has received a new item that it must manage during collision detection.
SetSimulationThreshold(number threshold)
SetSubStepping(boolean flag)
SetWarmStarting(boolean flag)
Show()This action will show the Layer.
TestForCollisions(number seconds)This action triggers collision detection for this layer during a frame in the Game engine.
Update(number seconds)This action will update all of the items contained within this Layer.

Actions Documentation

Add(integer index, Libraries.Interface.Item2D item)

This action will add an Item2D to this Layer's array of items at the index location. It will be updated along with the rest of the layer, and will be drawn on the screen (if it is visible and possible to draw the given Item2D).

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            // Item2D objects aren't visible, but can still be used for game logic.
            Item2D area
            area:SetSize(50, 50)
            area:SetPosition(100, 100)

            // Drawables inherit from Item2D, so they can be added too.
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(0, area)
            layer:Add(1, circle)
            AddLayer(layer)
        end

        action Update(number seconds)
        end
    end

Parameters

Add(Libraries.Interface.Item2D item)

This action will add an Item2D to this Layer. It will be updated along with the rest of the layer, and will be drawn on the screen (if it is visible and possible to draw the given Item2D). The Item2D will be added to the back of the layer's internal array of items.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            // Item2D objects aren't visible, but can still be used for game logic.
            Item2D area
            area:SetSize(50, 50)
            area:SetPosition(100, 100)

            // Drawables inherit from Item2D, so they can be added too.
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(area)
            layer:Add(circle)
            AddLayer(layer)
        end

        action Update(number seconds)
        end
    end

Parameters

AddCollisionListener(Libraries.Interface.Events.CollisionListener2D listener)

AddCollisionListener will add a collision listener to this layer. The collision listener will be notified of collisions occuring on this layer, and is responsible for managing the collision events.

Parameters

AddJoint(Libraries.Game.Physics.Joints.Joint2D joint)

Parameters

AddMouseListener(Libraries.Interface.Events.MouseListener listener)

This action will add a MouseListener to the layer. When the layer receives a mouse event, it will first try to find the topmost item which can handle the event. If the event is not handled, then all MouseListeners in the layer will receive the event.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.MouseListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from MouseListener.
        MouseListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddMouseListener(myListener)
            AddLayer(layer)
        end

        action Update(number seconds)
        end

    end

Parameters

AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)

This action will add a MouseMovementListener to the layer. When the layer receives a mouse event, it will first try to find the topmost item which can handle the event. If the event is not handled, then all MouseMovementListeners in the layer will receive the event.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.MouseMovementListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from MouseMovementListener.
        MouseMovementListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddMouseMovementListener(myListener)
            AddLayer(layer)
        end

        action Update(number seconds)
        end

    end

Parameters

AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)

This action will add a MouseWheelListener to the layer. When the layer receives a mouse event, it will first try to find the topmost item which can handle the event. If the event is not handled, then all MouseWheelListeners in the layer will receive the event.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.MouseWheelListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from MouseWheelListener.
        MouseWheelListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddMouseWheelListener(myListener)
            AddLayer(layer)
        end

        action Update(number seconds)
        end

    end

Parameters

AddToFront(Libraries.Interface.Item2D item)

This action will add an Item2D to this layer's array of items at index 0. It will be updated along with the rest of the layer, and will be drawn on the screen (if it is visible and possible to draw the given Item2D). Adding an item to the front will cause it to be drawn and updated before other items in the layer, and other drawn items will appear to be on top of it.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            // Item2D objects aren't visible, but can still be used for game logic.
            Item2D area
            area:SetSize(50, 50)
            area:SetPosition(100, 100)

            // Drawables inherit from Item2D, so they can be added too.
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:AddToFront(area)
            layer:AddToFront(circle)
            AddLayer(layer)
        end

        action Update(number seconds)
        end
    end

Parameters

AddTouchListener(Libraries.Interface.Events.TouchListener listener)

This action will add a TouchListener to the layer. When the layer receives a touch event, it will first try to find the topmost item which can handle the event. If the event is not handled, then all TouchListeners in the layer will receive the event.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.TouchListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from TouchListener.
        TouchListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddTouchListener(myListener)
            AddLayer(layer)
        end

        action Update(number seconds)
        end

    end

Parameters

AutomaticallyClearForces()

Return

boolean

ClearForces()

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns a CompareResult. The compare result is either larger if this hash code is larger than the object passed as a parameter, smaller, or equal.

Example Code

use Libraries.Language.Support.CompareResult
        Object o
        Object t
        CompareResult result = o:Compare(t)

Parameters

Return

Libraries.Language.Support.CompareResult: The Compare result, Smaller, Equal, or Larger.

Draw()

This action will draw all items in this Layer on the screen (if they can be drawn and they aren't hidden). If the Layer is currently hidden, then this action will do nothing. This is automatically called by the Game class as needed. Most users will never need to use this action directly.

Empty()

This action will clear all the items in this layer.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            layer:Empty()
        end

        action Update(number seconds)
        end
    end

EnablePhysics(boolean flag)

Parameters

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(t)

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

Get(integer index)

This action will get an Item2D stored in the layer at the given index in the layer's internal array of items.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            Item2D item = layer:Get(0)
        end

        action Update(number seconds)
        end
    end

Parameters

Return

Libraries.Interface.Item2D: The Item2D stored at the index in the array.

GetAutomaticResizing()

This action returns whether or not the Layer will automatically respond to ResizeEvents. If this value is true, then the Layer will automatically adjust the camera and resize Items on the Layer when a ResizeEvent occurs.

Return

boolean:

GetCamera()

This action will return the camera being used by this Layer. The camera is used to determine what will be drawn on the screen. Objects will be drawn on the screen as they are seen by the Layer's set camera.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Game.Graphics.Camera

    class Main is Game

        Camera layerCamera = undefined

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layerCamera = layer:GetCamera()
            AddLayer(layer)
        end

        action Update(number seconds)
        end
    end

Return

Libraries.Game.Graphics.Camera: The camera currently being used by this layer.

GetCollisionList()

This action gets the list of items on this layer that are colliding and returns it as an array.

Return

Libraries.Interface.Events.CollisionEvent2D:

GetCollisionManager()

This action gets the collision manager for this object which is responsible for managing the collisions between all colliding items on this layer.

Return

Libraries.Game.Collision.CollisionManager2D:

GetFromEnd()

This action will return the item stored at the end of the layer's array of items.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            Item2D item = layer:GetFromEnd()
        end

        action Update(number seconds)
        end
    end

Return

Libraries.Interface.Item2D: The last item in the layer's array of items.

GetFromFront()

This action will return the Item2D at the front of the layer's array of items. This is functionally the same as calling "Get(0)".

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            Item2D item = layer:GetFromFront()
        end

        action Update(number seconds)
        end
    end

Return

Libraries.Interface.Item2D: The first item in the layer's array of items.

GetGravity()

Return

Libraries.Compute.Vector2

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode()

Return

integer: The integer hash code of the object.

GetIterator()

This action will return an iterator of all the Item2D's stored inside this layer's array of items.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Containers.Iterator

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Item2D item1
            Item2D item2
            Item2D item3

            Layer2D layer
            layer:Add(item1)
            layer:Add(item2)
            layer:Add(item3)
            AddLayer(layer)

            Iterator<Item2D> itemIterator = layer:GetIterator()
        end

        action Update(number seconds)
        end
    end

Return

Libraries.Containers.Iterator: An iterator containing all Item2D's stored in this layer.

GetSimulationThreshold()

Return

number

GetSize()

This action will return the number of items that have been added to this layer.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Item2D item1
            Item2D item2
            Item2D item3

            Layer2D layer
            layer:Add(item1)
            layer:Add(item2)
            layer:Add(item3)
            AddLayer(layer)

            integer size = layer:GetSize()
            output "There are " + size + " items stored in the layer."
        end

        action Update(number seconds)
        end
    end

Return

integer: The number of items stored in this layer's array of items.

Hide()

This action will hide the Layer. This will prevent the Layer from appearing when asked to draw.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable square
            square:LoadFilledRectangle(200, 200)
            
            Layer2D layer
            layer:Add(square)

            AddLayer(layer)
            layer:Hide()
        end

        action Update(number seconds)
        end
    end

IsContinuousPhysics()

Return

boolean

IsEmpty()

This action will return false if there are items stored in this layer's array of items, or true if there are none.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Item2D item1
            Item2D item2
            Item2D item3

            Layer2D layer
            boolean empty = layer:IsEmpty()
            output "IsEmpty() returned " + empty

            layer:Add(item1)
            layer:Add(item2)
            layer:Add(item3)

            empty = layer:IsEmpty()
            output "After adding items, IsEmpty() returns " + empty

            AddLayer(layer)            
        end

        action Update(number seconds)
        end
    end

Return

boolean: Whether or not any items are stored in this layer.

IsShowing()

This action will return if the current layer is currently visible or not. Layers which are showing will be drawn on the screen automatically by the Game class. Layers begin showing by default.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable square
            square:LoadFilledRectangle(200, 200)
            
            Layer2D layer
            layer:Add(square)

            AddLayer(layer)

            boolean showing = layer:IsShowing()
            output "layer:IsShowing() returned " + showing

            layer:Hide()

            showing = layer:IsShowing()
            output "After calling Hide(), IsShowing() returned " + showing
        end

        action Update(number seconds)
        end
    end

Return

boolean:

IsSimulationRequired()

Return

boolean

IsSubStepping()

Return

boolean

IsWarmStarting()

Return

boolean

PhysicsEnabled()

Return

boolean

ProcessMouseEvent(Libraries.Interface.Events.MouseEvent event)

This action will notify mouse listeners that are a part of this layer of the given mouse event. This is called automatically by the Game engine as needed. Most users will never need to use this action directly.

Parameters

Return

Libraries.Interface.Item: The Item which intercepted the event, or undefined if no Item received the event.

ProcessTouchEvent(Libraries.Interface.Events.TouchEvent event)

This action will notify touch listeners that are a part of this layer of the given touch event. This is called automatically by the Game engine as needed. Most users will never need to use this action directly.

Parameters

Return

Libraries.Interface.Item:

Remove(Libraries.Interface.Item2D item)

This action will remove an Item2D from this layer. If the item was not a part of this layer, this action will have no effect.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            layer:Remove(circle)
        end

        action Update(number seconds)
        end
    end

Parameters

Return

boolean: Whether or not the item was found and removed from the layer.

RemoveAt(integer index)

This action will remove an Item2D at the index location from this layer's array of items, and return the item that was removed.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            Item2D item = layer:RemoveAt(0)
        end

        action Update(number seconds)
        end
    end

Parameters

Return

Libraries.Interface.Item2D: The item that was removed from the item array in the layer.

RemoveCollisionListener(Libraries.Interface.Events.CollisionListener2D listener)

RemoveCollisionListener removes a collision listener to this layer. The collision listener will no longer be notified of collision events occurring on this layer. If the given listener is not a part of this layer, then this action will have no effect.

Parameters

RemoveFromEnd()

This action will remove an Item2D from the end of the array of items in the layer, and return the item that was removed.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            Item2D item = layer:RemoveFromEnd()
        end

        action Update(number seconds)
        end
    end

Return

Libraries.Interface.Item2D: The item that was removed from this layer.

RemoveFromFront()

This action will remove an Item2D from the front of the array of items in this layer, and return the item that was removed. This is functionally the same as calling "RemoveAt(0)".

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable circle
            circle:LoadFilledCircle(25)
            circle:SetPosition(300, 100)

            Layer2D layer
            layer:Add(circle)
            AddLayer(layer)

            Item2D item = layer:RemoveFromFront()
        end

        action Update(number seconds)
        end
    end

Return

Libraries.Interface.Item2D: The item that was removed from the front of the layer's item array.

RemoveJoint(Libraries.Game.Physics.Joints.Joint2D joint)

Parameters

RemoveMouseListener(Libraries.Interface.Events.MouseListener listener)

This action will remove a MouseListener from the layer. The listener will no longer receive events from the layer. If the given MouseListener is not on the layer before calling this action, then this action will have no effect.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.MouseListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from MouseListener.
        MouseListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddMouseListener(myListener)
            AddLayer(layer)

            layer:RemoveMouseListener(listener)
        end

        action Update(number seconds)
        end

    end

Parameters

RemoveMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)

This action will remove a MouseMovementListener from the layer. The listener will no longer receive events from the layer. If the given MouseMovementListener is not on the layer before calling this action, then this action will have no effect.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.MouseMovementListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from MouseMovementListener.
        MouseMovementListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddMouseMovementListener(myListener)
            AddLayer(layer)

            layer:RemoveMouseMovementListener(listener)
        end

        action Update(number seconds)
        end

    end

Parameters

RemoveMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)

This action will remove a MouseWheelListener from the layer. The listener will no longer receive events from the layer. If the given MouseWheelListener is not on the layer before calling this action, then this action will have no effect.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.MouseWheelListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from MouseWheelListener.
        MouseWheelListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddMouseWheelListener(myListener)
            AddLayer(layer)

            layer:RemoveMouseWheelListener(listener)
        end

        action Update(number seconds)
        end

    end

Parameters

RemoveTouchListener(Libraries.Interface.Events.TouchListener listener)

This action will remove a TouchListener from the layer. The listener will no longer receive events from the layer. If the given TouchListener is not on the layer before calling this action, then this action will have no effect.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Events.TouchListener

    class Main is Game

        // For most programs, this should be replaced with 
        // a custom class inheriting from TouchListener.
        TouchListener myListener

        action Main
            StartGame()
        end

        action CreateGame
            Layer2D layer
            layer:AddTouchListener(myListener)
            AddLayer(layer)

            layer:RemoveTouchListener(listener)
        end

        action Update(number seconds)
        end

    end

Parameters

RequireSimulation(boolean flag)

Parameters

Resize(Libraries.Interface.Events.ResizeEvent event)

Parameters

Set(integer index, Libraries.Interface.Item2D item)

This action will set the value of the given index in the layer's array of items to be the given Item2D. The previous value will be overwritten. If the index does not exist in the array (e.g., the given index is larger than the number of items stored in this layer), an error will be thrown.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Interface.Item2D

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Item2D item1
            Item2D item2
            Item2D item3

            Layer2D layer
            layer:Add(item1)
            layer:Add(item2)
            layer:Set(1, item3)
            AddLayer(layer)
        end

        action Update(number seconds)
        end
    end

Parameters

SetAutomaticResizing(boolean resizing)

This action sets if the Layer should automatically respond to ResizeEvents. If this value is true, then the Layer will automatically adjust the camera and resize Items on the Layer when a ResizeEvent occurs.

Parameters

SetAutomaticallyClearForces(boolean flag)

Parameters

SetCamera(Libraries.Game.Graphics.Camera cam)

This action will set the camera being used by this Layer. The camera is used to determine what will be drawn on the screen. Objects will be drawn on the screen as they are seen by the Layer's set camera.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Game.Graphics.OrthographicCamera

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            OrthographicCamera camera
            Layer2D layer
            layer:SetCamera(camera)
            AddLayer(layer)
        end

        action Update(number seconds)
        end
    end

Parameters

SetColorFilter(Libraries.Game.Graphics.Color color)

Using SetColorFilter will tint all drawn objects on the layer that do not have their own custom color tint. For example, using a red color filter will make all objects drawn on the layer to appear to be more red.

Parameters

SetColorFilter(number red, number green, number blue, number alpha)

SetColorFilter can be called using four number parameters instead of a color object. The four parameters are the red, green, blue, and opacity of the filter, respectively. All four of the parameters should be between 0 and 1, representing between 0% and 100% of that color component. For example, a value of 0 for red means that the tinting color will have no red, while a value of 1 will have all red components. An opacity of 0 is totally transparent, while an opacity of 1 will be totally visible.

Parameters

SetContinuousPhysics(boolean flag)

Parameters

SetGravity(number gravityX, number gravityY)

Parameters

SetGravity(Libraries.Compute.Vector2 gravity)

Parameters

SetNewItemAdded(boolean flag)

This action indicates that the layer has received a new item that it must manage during collision detection. This is automatically called by the Game engine as necessary, and most users should never need to use this action directly.

Parameters

SetSimulationThreshold(number threshold)

Parameters

SetSubStepping(boolean flag)

Parameters

SetWarmStarting(boolean flag)

Parameters

Show()

This action will show the Layer. When Draw is called on a Layer which is showing, its items will appear on the screen. Layers begin showing by default.

Example Code

use Libraries.Game.Game
    use Libraries.Game.Layer2D
    use Libraries.Game.Graphics.Drawable

    class Main is Game

        action Main
            StartGame()
        end

        action CreateGame
            Drawable square
            square:LoadFilledRectangle(200, 200)
            
            Layer2D layer
            layer:Add(square)

            AddLayer(layer)
            layer:Hide()

            // Since layers are visible by default, it's only necessary to Show
            // them after they've been hidden.
            layer:Show()
        end

        action Update(number seconds)
        end
    end

TestForCollisions(number seconds)

This action triggers collision detection for this layer during a frame in the Game engine. This action will automatically be called by the Game class as necessary. Most users should never need to use this action directly.

Parameters

Update(number seconds)

This action will update all of the items contained within this Layer. The given number of seconds will be passed to each updated item. This is automatically called by the Game class as needed. Most users will never need to use this action directly.

Parameters