Libraries.Interface.Controls.Scenes.Items.EditorCursor2D Documentation
The EditorCursor2D class is a component of the SceneEditor that allows the user to move in a 2D scene and find what is in the scene. The cursor itself is not an accessible item but it passes information back to the SceneEditor for accessibility. The EditorCursor2D itself is represented by a block that fits in the grid and it passes what Items are in it's location and if the user wants to select that item the cursor transitions to the SelectionHighlight.
Inherits from: Libraries.Interface.Controls.Scenes.Items.EditorCursor, Libraries.Game.Graphics.Drawable, Libraries.Interface.Item, Libraries.Interface.Item2D, Libraries.Language.Object, Libraries.Interface.Events.TextureLoadListener, Libraries.Game.Graphics.TextureRegion, Libraries.Game.Disposable
Actions Documentation
Add(integer index, Libraries.Interface.Item2D newItem)
This action adds a different Item2D into this one, storing the added Item2D at a specific index in the internal array.
Parameters
- integer index
- Libraries.Interface.Item2D
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
parentItem:Add(0, child)
Add(Libraries.Interface.Item2D newItem)
This action adds a different Item2D into this one. This makes a few things happen. 1. The added item will get this item as its parent. 2. The added item's x and y coordinates will become relative to this Item. 3. Most actions on this Item will also affect the added Item.
Parameters
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
parentItem:Add(child)
AddBehavior(Libraries.Interface.Behaviors.Behavior behavior)
AddFocusListener(Libraries.Interface.Events.FocusListener listener)
This action adds a FocusListener to the Item. When the Item receives a FocusEvent due to either gaining or losing the focus, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.FocusListener
Item myItem
FocusListener listener
myItem:AddFocusListener(listener)
AddGestureListener(Libraries.Interface.Events.GestureListener listener)
This action adds a GestureListener to the Item. If the Item ever receives a GestureEvent, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.GestureListener
Item myItem
GestureListener listener
myItem:AddGestureListener(listener)
AddMouseListener(Libraries.Interface.Events.MouseListener listener)
This action adds a MouseListener to the Item. If the Item ever receives a MouseEvent due to a mouse click, the mouse listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseListener
Item myItem
MouseListener listener
myItem:AddMouseListener(listener)
AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)
This action adds a MouseMovementListener to the Item. If the Item ever receives a MouseEvent due to mouse movement, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseMovementListener
Item myItem
MouseMovementListener listener
myItem:AddMouseMovementListener(listener)
AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)
This action adds a MouseWheelListener to the Item. If the Item ever receives a MouseEvent due to the mouse wheel being scrolled, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseWheelListener
Item myItem
MouseWheelListener listener
myItem:AddMouseWheelListener(listener)
AddTextureLoadListener(Libraries.Interface.Events.TextureLoadListener listener)
This action adds a TextureLoadListener to the texture. If the texture finishes asynchronously loading an image, the listener will be alerted.
Parameters
- Libraries.Interface.Events.TextureLoadListener: A TextureLoadListener to be alerted when this texture finishes asynchronous loading.
AddTouchListener(Libraries.Interface.Events.TouchListener listener)
This action adds a TouchListener to the Item. If the Item ever receives a TouchEvent, the listener will be notified.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.TouchListener
Item myItem
TouchListener listener
myItem:AddTouchListener(listener)
Advance(number time)
This action is used to advance the item forward in time in physics space to synchronize it for time of impact solving. This action is used internally and users should not need to use this action. Attribute Parameter time The amount of seconds to advance the item forward in time
Parameters
- number time
ApplyAngularImpulse(number impulse)
This action applies an angular impulse to this item. The units are in kilogram units squared per second. This modifies the angular velocity of this item. Physics must be enabled on this item before using this action.
Parameters
- number impulse: The angular impulse in kilogram units squared per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:ApplyAngularImpulse(80)
ApplyForce(Libraries.Compute.Vector2 force, Libraries.Compute.Vector2 point)
This action applies a force to this item at the passed point. The force is in kilogram units per second per second. The point is the screen coordinates where the point will be applied. If the point is not on the center of the item, then a torque will be introduced causing the item to rotate. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The force to apply to the item in kilogram units per second per second
- Libraries.Compute.Vector2: The point at which to apply the force
Example
use Libraries.Compute.Vector2
use Libraries.Interface.Item2D
Item2D item
Vector2 force
Vector2 point
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
point:Set(100, 100) // apply the force to the top right corner of the item
item:ApplyForce(force, point)
ApplyForceToCenter(Libraries.Compute.Vector2 force)
This action applies a force to this item at the center of the item. The force is in kilogram units per second per second. No torque is introduced to the item when using this action. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The force to apply to the item in kilogram units per second per second
Example
use Libraries.Compute.Vector2
use Libraries.Interface.Item2D
Item2D item
Vector2 force
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:ApplyForce(force)
ApplyLinearImpulse(Libraries.Compute.Vector2 impulse, Libraries.Compute.Vector2 point)
This action applies a linear impulse to this item at the passed point. The impulse is in kilogram units per second. This immeadietly modifies the linear velocity of this item. The point is the screen coordinates where the impulse will be applied. If the point is not the center of the item, then the angular velocity of this item will also be modified. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The impulse to apply in kilogram units per second
- Libraries.Compute.Vector2: The point at which to apply the impulse
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 impulse
Vector2 point
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
impulse:Set(100)
point:Set(100, 100) // apply the impulse to the top right corner
item:ApplyLinearImpulse(impulse, point)
ApplyTorque(number torque)
This action applies a torque to this item. The units are kilogram units squared per second per second. Physics must be enabled on this item before using this action.
Parameters
- number torque: The torque to apply to this item in kilogram units squared per second per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:ApplyTorque(350)
AreChildrenProcessingMouseEvents()
This action returns whether or not this Item is allowing its children to receive mouse events if the Item is custom drawing. If the Item isn't using custom drawing, this value is irrelevant -- children objects always receive mouse events before the parent if the parent isn't performing custom drawing.
Return
boolean:
BeginCollision(Libraries.Interface.Item item)
This action is used to indicate that two items have just begun colliding. When two Items collide, the BeginCollision action should be called on both of them, with the other item passed as a parameter to the action. Note that this action does nothing by default, but classes that inherit from Item may override it.
Parameters
- Libraries.Interface.Item: The other Item involved in the collision.
Example
use Libraries.Interface.Item
Item collider1
Item collider2
collider1:BeginCollision(collider2)
collider2:BeginCollision(collider1)
CanRotate(boolean flag)
This action gets the position of the center of this item in global (world) coordinates.
Parameters
- boolean flag
CancelBehaviors()
This action stops all behaviors this Item is following without finishing them.
CollideWithChildren()
This action sets the mass, mass moment of inertia, and how the 2D item should move (via linear velocity) to be at the desired location.
Return
boolean:
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Example
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
ComputeDistance(Libraries.Compute.Vector2 point, integer childIndex, Libraries.Compute.Vector2 normalOut)
This action computes the distance of the passed point from the collision shape attached to this item. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Compute.Vector2: The vector representing the point to compute the distance from
- integer childIndex: The index of the collision shape attached to this item we want the bounding box of
- Libraries.Compute.Vector2: The direction of the point from the shape
Return
number: The distance of the point from the collision shape of this item
Contains(number containsX, number containsY)
This action tests if a point in global x,y coordinates is contained inside this Item2D. The global coordinates are considered to be the x and y coordinates of this Item plus its offsetX and offsetY values.
Parameters
- number containsX
- number containsY
Return
boolean: Whether or not the point is contained in this Item.
Example
use Libraries.Interface.Item2D
Item2D item
item:SetPosition(50, 50)
item:SetWidth(100)
item:SetHeight(50)
boolean value = item:Contains(125, 70)
CopyTextureRegion(Libraries.Game.Graphics.TextureRegion region, integer x, integer y, integer width, integer height)
This action copies the information from a given TextureRegion at the given coordinates to the given width and height onto this TextureRegion.
Parameters
- Libraries.Game.Graphics.TextureRegion
- integer x
- integer y
- integer width
- integer height
CopyTextureRegion(Libraries.Game.Graphics.TextureRegion region)
This action copies the information from the given TextureRegion into this TextureRegion.
Parameters
CreateNodes(Libraries.Game.Collision.BroadphaseCollision2D broadphase, Libraries.Game.Collision.PhysicsPosition2D transform)
This action creates the nodes for this item for the broadphase collision. This action is needed in order to add the item to the collision detection system. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Game.Collision.BroadphaseCollision2D: The broadphase to add this item to
- Libraries.Game.Collision.PhysicsPosition2D: The current position of the item in physics space
DecreaseSize()
Decreases the size of the selection by one grid unit on both the x and y axes.
DestroyNodes(Libraries.Game.Collision.BroadphaseCollision2D broadphase)
This action destroys the nodes for this item for the broadphase collision, essentially removing it from the collision detection system. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Game.Collision.BroadphaseCollision2D: The broadphase to remove this item's nodes from
Dispose()
The Dispose action will dispose the currently loaded texture. This frees up computer resources, but the texture will no longer be usable. Note that multiple Drawables can use the same texture, and disposing of it will get rid of the texture information not just for this Drawable, but any Drawable that is using the texture. Dispose should be used when a texture will not be used again. Here are some guide lines for when you should or should not dispose a Drawable: 1. If the Drawable was loaded using Load(text) or Load(File), then the Drawable created new texture data when it was loaded. This can be safely disposed, unless you copied the Drawable, e.g. with Load(Drawable). 2. If the Drawable was loaded as a shape, e.g. with the LoadRectangle action, the Drawable created new texture data when it loaded. It can be safely disposed, unless you copied the Drawable, e.g. with Load(Drawable). 3. If the Drawable was loaded using a Texture or a TextureRegion, such as with the Load(Texture) action, then it is NOT safe to dispose this if there are any other Drawables that are still in use which were also loaded with the same Texture. If there are no other Drawables that were loaded with the Texture, it is safe to dispose. If a texture was used to load multiple Drawables, it is good practice to use the Dispose action directly from the Texture once all of the Drawables are no longer in use. 4. If the Drawable was loaded with an ImageSheet, you should NEVER dispose the Drawable's texture. All Drawables loaded from an ImageSheet use the same Texture data, so disposing of any Drawable from an ImageSheet will delete the ImageSheet's texture data. If you ever wish to dispose an ImageSheet's texture data, it is good practice to use the ImageSheet's Dispose action.
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable drawable
drawable:LoadFilledCircle(75)
Add(drawable)
// When we no longer need the Drawable, we can remove it from
// the Game, and then Dispose it to clean up the memory it used.
Remove(drawable)
drawable:Dispose()
end
end
DisposeAll()
This action is used to call Dispose on this Item and on the entire children hierarchy of this Item.
DisposeChildren()
This action is used to call Dispose on the entire children hierarchy of this Item. This will not call Dispose on this Item.
Draw(Libraries.Game.Graphics.Painter2D painter)
The Draw action is used to perform custom drawing on this Item and its children. This is only called during the Game engine's draw phase if this Item has enabled custom drawing via the SetCustomDrawing action. This is an advanced feature, and shouldn't be used by most users. If custom drawing is enabled, this action should be overriden -- if it isn't, the Item will attempt to provide default rendering for itself, its view, and its children, without regard to depth buffering. This action is responsible for instructing the provided Painter on how to draw this item, the view, and its children, and in what order to do so.
Parameters
Empty()
This action will remove all items from this item's children hierarchy. Note that this will not empty the hierarchies of the contained Items.
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child1
Item2D child2
Item2D grandchild
parentItem:Add(child1)
parentItem:Add(child2)
child1:Add(grandChild)
parentItem:Empty()
EmptyAll()
This action will call Empty on the entire children hierarchy of this item, and then empty this item as well.
EmptyChildren()
This action is used to call Empty on all children contained in this item's children hierarchy. This will not empty the children of this item.
EmptyTextureLoadListeners()
This action removes all TextureLoadListeners that have been added to the texture.
EnablePhysics(boolean flag)
This action enables physics for this item. Passing true turns on physics for this item while passing false turns off physics for this item.
Parameters
- boolean flag: Whether or not to enable physics for this item
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:EnablePhysics(true)
Equals(Libraries.Language.Object object)
This action determines if two objects are equal based on their hash code values.
Parameters
- Libraries.Language.Object: The to be compared.
Return
boolean: True if the hash codes are equal and false if they are not equal.
Example
use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)
FastMoving(boolean flag)
This action gets the linear velocity of this item in units per second. Physics must be enabled on this item before using this action.
Parameters
- boolean flag
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 velocity
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
velocity:Set(100, 0)
item:SetLinearVelocity(velocity)
Vector2 currentVelocity = item:GetLinearVelocity()
FinishCollision(Libraries.Interface.Item item)
This action is used to indicate that two items that were previously colliding no longer are. The FinishCollision action should be called on both Items involved, with the other item passed as a parameter to the action. Note that this action does nothing by default, but classes that inherit from Item may override it.
Parameters
- Libraries.Interface.Item: The other Item involved in the collision.
Example
use Libraries.Interface.Item
Item collider1
Item collider2
collider1:FinishCollision(collider2)
collider2:FinishCollision(collider1)
FlipX()
This action flips the Drawable along the x-axis, or in other words, flips it horizontally in 2D space.
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable line
line:LoadLine(20, 100)
line:SetPosition(50, 50)
line:FlipX()
Add(line)
end
end
FlipY()
This action flips the Drawable along the y-axis, or in other words, flips it vertically in 2D space.
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable line
line:LoadLine(20, 100)
line:SetPosition(50, 50)
line:FlipY()
Add(line)
end
end
Focus()
This action sets focus on this Item. If the Item is not focusable, it will instead look through the parent hierarchy and set focus on the first focusable ancestor. If no focusable Item can be found, this action will have no effect.
GainedFocus(Libraries.Interface.Events.FocusEvent event)
GetAccessibilityCode()
This action returns the current accessiblity code for this Item
Return
integer:
GetAccessibilityRoleDescription()
This action returns the custom accessibility role description for this item, if any.
Return
text:
GetAccessibilityType()
This action returns the name of the accessiblity code for this Item as Text
Return
text:
GetAccessibleParent()
This action returns the parent of this Item2D. An Item2D gets a parent when it is added to another Item using the Add action.
Return
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
parentItem:Add(child)
Item2D item = child:GetParent()
GetAngularDamping()
This action gets the inverse inertia of this item (i.e., one divided by the inertia of this item). Physics must be enabled on this item before using this action.
Return
number: The inverse inertia of this item
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseInertia = item:GetInverseInertia()
GetAngularVelocity()
This action gets this item's angular velocity in radians per second. Physics must be enabled in this item before using this action.
Return
number: The angular velocity of this item in radians per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetAngularVelocity(0.1)
number angularVelocity = item:GetAngularVelocity()
GetBottomSide()
This action returns where the TextureRegion begins the bottom edge of its region on the stored texture, where 0 is the far bottom of the texture and 1 is the far top side of the texture.
Return
number:
GetBoundingBox(integer childIndex)
This action is used to get the bounding box of the item. A bounding box is an axis-alligned rectangle containing the shape used for broadphase collision. This action is used internally and users should not need to use this action.
Parameters
- integer childIndex: The index of the collision shape attached to this item we want the bounding box of
Return
Libraries.Game.Collision.BoundingBox2D: The bounding box of the collision shape attached to this item
GetBoundingRectangle()
This action returns a rectangle that fully encloses the four corners of the Item as it is represented by its internal vertices array. Note that the rectangle produced by this action will be larger than the actual box formed by this Item's vertices if the Item is rotated.
Return
Example
use Libraries.Interface.Item2D
use Libraries.Game.Shapes.Rectangle
Item2D myItem
myItem:SetBoundingBox(20, 80, 100, 100)
Rectangle box = myItem:GetBoundingRectangle()
GetCenterX()
This action returns the x coordinate of the center of this Item2D.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetWidth(20)
myItem:SetX(100)
number x = myItem:GetCenterX()
GetCenterY()
This action returns the y coordinate of the center of this Item2D.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetHeight(20)
myItem:SetY(100)
number y = myItem:GetCenterY()
GetChildren()
This action gets the children of this item in an array.
Return
Libraries.Containers.Array: The children of this item in an array
Example
use Libraries.Interface.Item2D
Item2D parent
Item2D child1
Item2D child2
parent:Add(child1)
parent:Add(child2)
Array<Item2D> children = parent:GetChildren()
GetClipCoordinates(Libraries.Compute.Vector2 xCoords, Libraries.Compute.Vector2 yCoords)
This action gets the clipping coordinates of this Item2D. The coordinates are returned via the two provided Vector2 parameters, the first vector storing the x values of the left and right sides of the clipping coordinates and the second vector storing the y values of the bottom and top sides. The returned boolean value indicates if this Item uses these clipping coordinates (i.e. if this Item or one of its parent Items has clipping enabled). If the clipping is valid, the action returns true. Otherwise, it returns false.
Parameters
Return
boolean:
GetCollisionGroupFlag()
This action gets the total force on this item. The units are kilogram units per second per second. Physics must be enabled on this item before using this action.
Return
boolean: The total force in kilogram units per second per second
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 force
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:SetForce(force)
Vector2 totalForce = item:GetForce()
GetCollisionGroupIndex()
This action gets this item's angular velocity in radians per second. Physics must be enabled in this item before using this action.
Return
integer: The angular velocity of this item in radians per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetAngularVelocity(0.1)
number angularVelocity = item:GetAngularVelocity()
GetCollisionList()
This is an action used internally to retrieve the head of the linked list of collisions with this item. This action is used internally and users should not need to use this action.
Return
Libraries.Game.Collision.CollisionEdge2D: The head of the doubly linked list of collisions
GetColor()
This action returns the color filter stored in the Drawable. To see if it's currently in use, use the UsingCustomColor action. If the Drawable is using a different type of filter (such as a Gradient) this will return undefined. To get whatever filter the Drawable is using regardless of type, use the GetColorGroup action.
Return
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
Color color
action Main
StartGame()
end
action CreateGame
Drawable drawable
drawable:SetColor(0, 1, 1, 1)
color = drawable:GetColor()
end
end
GetColorGroup()
This action returns the color filter stored in the Drawable. The returned value is a ColorGroup object, which describes how the color is mapped to the four corners of the Drawable. If no filter is in use, this action will return undefined.
Return
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Graphics.ColorGroup
use Libraries.Game.Game
class Main is Game
Color color
action Main
StartGame()
end
action CreateGame
Drawable drawable
drawable:SetColor(0, 1, 1, 1)
ColorGroup group = drawable:GetColorGroup()
end
end
GetDensity()
This action applies a linear impulse to this item at the passed point. The impulse is in kilogram units per second. This immeadietly modifies the linear velocity of this item. The point is the screen coordinates where the impulse will be applied. If the point is not the center of the item, then the angular velocity of this item will also be modified. Physics must be enabled on this item before using this action.
Return
number:
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 impulse
Vector2 point
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
impulse:Set(100)
point:Set(100, 100) // apply the impulse to the top right corner
item:ApplyLinearImpulse(impulse, point)
GetDescription()
This action returns the current internal description of the Item.
Return
text:
Example
use Libraries.Interface.Item
Item item
item:SetDescription("Used for demo purposes.")
output "My item's description is : " + item:GetDescription()
GetDrawableShape()
This action will create a new Texture with a solid rectangle of the given color with the given width and height. This texture is then loaded into the Drawable.
Return
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color green
green:SetColor(0, 1, 0, 1)
Drawable rectangle
rectangle:LoadFilledRectangle(20, 100, green)
rectangle:SetPosition(50, 50)
Add(rectangle)
end
end
GetDrawableType()
This action returns an integer code representing the type of graphics that's been loaded into this Drawable. The type values can be found in the SceneProperties class. The default value is NONE.
Return
integer: An integer code from the SceneProperties class that describes the type of image this Drawable uses.
GetEditorLayer()
GetEditorLayer returns the EditorLayer this cursor is using for grid sizing. The EditorLayer used here would also be used to Add the cursor to but the Add call does not happen here because the cursor is not always visible so it is handled elsewhere.
Return
Libraries.Interface.Controls.Scenes.Layers.EditorLayer: EditorLayer the cursor is using to size itself
GetFocusListeners()
This action returns an Iterator containing all of the FocusListeners that have been added to this Item using the AddFocusListener action.
Return
Libraries.Containers.Iterator: An iterator containing all of the registered FocusListeners.
GetForce()
This action gets the total force on this item. The units are kilogram units per second per second. Physics must be enabled on this item before using this action.
Return
Libraries.Compute.Vector2: The total force in kilogram units per second per second
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 force
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:SetForce(force)
Vector2 totalForce = item:GetForce()
GetFriction()
This action applies a force to this item at the center of the item. The force is in kilogram units per second per second. No torque is introduced to the item when using this action. Physics must be enabled on this item before using this action.
Return
number:
Example
use Libraries.Compute.Vector2
use Libraries.Interface.Item2D
Item2D item
Vector2 force
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:ApplyForce(force)
GetGestureListeners()
This action returns an Iterator containing all of the GestureListeners that have been added to this Item using the AddGestureListener action.
Return
Libraries.Containers.Iterator: An iterator containing all of the registered GestureListeners.
GetGlobalX()
This action returns the Item's global x coordinate. This is the actual world coordinate that the item exists at after it has been offset by its parent's position. If this Item doesn't have a parent, and the offset hasn't been set manually, this is the same as GetX().
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetX(100)
myItem:SetX(30)
number globalX = myItem:GetGlobalX()
GetGlobalY()
This action returns the Item's global y coordinate. This is the actual world coordinate that the item exists at after it has been offset by its parent's position. If this Item doesn't have a parent, and the offset hasn't been set manually, this is the same as GetY().
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetY(60)
myItem:SetX(90)
number globalY = myItem:GetGlobalY()
GetGlobalZ()
This action returns the Item's global z value. For an Item2D, this simply returns the Item2D's current z value.
Return
number:
GetGradient()
This action returns the gradient stored in the Drawable. To see if it's currently in use, use the UsingCustomGradient action. If the Drawable is using a different type of filter (such as a Color) this will return undefined. To get whatever filter the Drawable is using regardless of type, use the GetColorGroup action.
Return
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Gradient
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
Gradient gradient
Color color
action Main
StartGame()
end
action CreateGame
Drawable drawable
Gradient gradient
gradient:Set(color:Red(), color:Green(), color:Blue(), color:White())
drawable:SetGradient(gradient)
drawGradient = drawable:GetGradient()
end
end
GetHashCode()
This action gets the hash code for an object.
Return
integer: The integer hash code of the object.
Example
Object o
integer hash = o:GetHashCode()
GetHeight()
This action will return the currently set height of the Item2D.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
number height = myItem:GetHeight()
GetIndicesCount()
This action is used internally by the rendering system to determine how many indices a Drawable uses in a Mesh. Most users will never need to call this action directly.
Return
integer:
GetInertia()
This action gets the rotational inertia of this item. The inertia is in kilogram units squared.
Return
number: The inertia of this item in kilogram units squared
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inertia = item:GetInertia()
GetInputGroup()
This action returns the input group for this Item. When used with the Game libraries, this tag describes what InputTable (if any) can interact with this Item due to input.
Return
text: The input group tag being used by this Item.
Example
use Libraries.Interface.Item
Item item
item:SetInputGroup("arrowKeys")
output "My item's input group is : " + item:GetInputGroup()
GetInputTable()
Return
GetInverseInertia()
This action gets the inverse inertia of this item (i.e., one divided by the inertia of this item). Physics must be enabled on this item before using this action.
Return
number: The inverse inertia of this item
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseInertia = item:GetInverseInertia()
GetInverseMass()
This action gets the inverse mass of the item (i.e., one divided by the mass of this item). Physics must be enabled on this item before using this action.
Return
number: The inverse mass of this item
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseMass = item:GetInverseMass()
GetItem(integer index)
This action returns an Item2D that was previously added to this Item2D by finding it at the given index in the internal array of children Items.
Parameters
- integer index
Return
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:Add(child2)
Item temp = parentItem:GetItem(0)
GetItemAt(number x, number y)
This action searches through all Items stored in this Item2D and finds the deepest Item which contains the given point in global coordinates.
Parameters
- number x
- number y
Return
Libraries.Interface.Item2D: The deepest item in the children hierarchy at the given point.
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
Item2D grandchild
parentItem:Add(child)
child:Add(grandchild)
grandchild:SetHeight(100)
grandchild:SetWidth(100)
Item2D temp = parentItem:GetItemAt(75, 75)
GetItemCount()
This action returns the number of items contained in this Item2D.
Return
integer:
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:Add(child2)
integer size = parentItem:GetItemCount()
GetItems()
This action returns an iterator containing all the items contained in this Item2D.
Return
Example
use Libraries.Interface.Item2D
use Libraries.Containers.Iterator
Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:Add(child2)
Iterator<Item2D> iterator = parentItem:GetItems()
GetItemsAtCursor()
GetJointList()
This is an action used internally to retrieve the head of the liked list of joints connected to this item. This action is used internally and users should not need to use this action.
Return
Libraries.Game.Physics.Joints.JointEdge2D: The head of the linked list of connected joints
GetLayer()
This action returns the current Layer2Dthat this Item2D is a part of in the Game libraries.
Return
GetLeftSide()
This action returns where the TextureRegion begins the left edge of its region on the stored texture, where 0 is the far left of the texture and 1 is the far right side of the texture.
Return
number:
GetLinearDamping()
Given the local coordinates of a vector, this action computes the screen coordinates of the corresponding vector.
Return
number: The coordinates of the corresponding global vector Attribute Example use Libraries.Interface.Item2D use Libraries.Compute.Vector2 Item2D item Vector2 localVector item:SetWidth(100) item:SetHeight(100) item:SetPosition(400, 250) localVector:Set(0, 0) // Get the coordinates of the center of the item Vector2 worldVector = item:GetWorldVector(localVector)
GetLinearVelocity()
This action gets the linear velocity of this item in units per second. Physics must be enabled on this item before using this action.
Return
Libraries.Compute.Vector2: The vector representing the linear velocity of this item in units per second
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 velocity
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
velocity:Set(100, 0)
item:SetLinearVelocity(velocity)
Vector2 currentVelocity = item:GetLinearVelocity()
GetLinearVelocityFromLocalPoint(Libraries.Compute.Vector2 localPoint)
Given a global point (i.e., the screen coordinates of the point), this action computes the corresponding point relative to the center of this item.
Parameters
Return
Libraries.Compute.Vector2: The coordinates of the point relative to the center of this item
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 worldPoint
item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)
worldPoint:Set(400, 350) // the lower left corner of the item
Vector2 localPoint = item:GetLocalPoint(worldPoint)
GetLinearVelocityFromWorldPoint(Libraries.Compute.Vector2 worldPoint)
Given the screen coordinates of a vector, this action computes the local coordinates of the vector (i.e., the coordinates of the vector relative to the center of this item)
Parameters
Return
Libraries.Compute.Vector2: The local coordinates of the corresponding vector
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 worldVector
item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)
worldVector:Set(400, 350) // the lower left corner of the item
Vector2 localVector = item:GetLocalVector(worldVector)
GetLocalCenter()
This action gets the position of the center of this item in local coordinates (i.e., with respect to itself).
Return
Libraries.Compute.Vector2: The vector representing the center of this item in local coordinates
GetLocalPoint(Libraries.Compute.Vector2 worldPoint)
Given a global point (i.e., the screen coordinates of the point), this action computes the corresponding point relative to the center of this item.
Parameters
- Libraries.Compute.Vector2: The screen coordinates of the point to compute
Return
Libraries.Compute.Vector2: The coordinates of the point relative to the center of this item
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 worldPoint
item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)
worldPoint:Set(400, 350) // the lower left corner of the item
Vector2 localPoint = item:GetLocalPoint(worldPoint)
GetLocalVector(Libraries.Compute.Vector2 worldVector)
Given the screen coordinates of a vector, this action computes the local coordinates of the vector (i.e., the coordinates of the vector relative to the center of this item)
Parameters
- Libraries.Compute.Vector2: The screen coordinates of the vector
Return
Libraries.Compute.Vector2: The local coordinates of the corresponding vector
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 worldVector
item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 350)
worldVector:Set(400, 350) // the lower left corner of the item
Vector2 localVector = item:GetLocalVector(worldVector)
GetMass()
This action returns the mass of the item in kilograms. Physics must be enabled on this item before using this action. If the item is non-responsive or unmovable, the mass is zero.
Return
number: The mass in kilograms
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number mass = item:GetMass()
GetMass(Libraries.Game.Physics.Mass2D mass)
This action is used to advance the item forward in time in physics space to synchronize it for time of impact solving. This action is used internally and users should not need to use this action. Attribute Parameter time The amount of seconds to advance the item forward in time
Parameters
GetMesh()
This action will create a new Texture with a solid black circle with the given radius. This texture is then loaded into the Drawable.
Return
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable circle
circle:LoadFilledCircle(75)
circle:SetPosition(50, 50)
Add(circle)
end
end
GetMeshIndex()
This action is used internally by the rendering system to determine what index a Drawable starts at in a Mesh. Most users will never need to call this action directly.
Return
integer:
GetMouseListeners()
This action returns an Iterator containing all of the MouseListeners that have been added to this Item using the AddMouseListener action.
Return
Libraries.Containers.Iterator: An iterator containing all of the registered MouseListeners.
GetMouseMovementListeners()
This action returns an Iterator containing all of the MouseMovementListeners that have been added to this Item using the AddMouseMovementListener action.
Return
Libraries.Containers.Iterator: An iterator containing all of the registered MouseMovementListeners.
GetMouseWheelListeners()
This action returns an Iterator containing all of the MouseWheelListeners that have been added to this Item using the AddMouseWheelListener action.
Return
Libraries.Containers.Iterator: An iterator containing all of the registered MouseWheelListeners.
GetName()
This action returns the current internal name of the Item.
Return
text:
Example
use Libraries.Interface.Item
Item item
item:SetName("My Item")
output "My item's name is " + item:GetName()
GetNextFocus()
This action returns the next focus item. When this Item has the focus and the user requests the focus to advance (e.g. by pressing the tab key), the returned value is the next item to receive that focus, if it is defined. If it isn't defined, the focus can not advance from this Item.
Return
Libraries.Interface.Item: The next Item to receive focus after this one.
GetNodeCount()
This action gets the number of broadphase nodes this item has. This action is used internally and users should not need to use this action.
Return
integer: The number of broadphase nodes attached to this item
GetNodes()
This action returns all of the broadphase nodes attached to this item in an array. This action is used internally and users should not need to use this action.
Return
Libraries.Containers.Array: The broadphase nodes attached to this item in an array
GetOffsetX()
This action returns the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetX(100)
number offset = myItem:GetOffsetX()
GetOffsetY()
This action returns the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetY(75)
number offset = myItem:GetOffsetY()
GetOffsetZ()
This action returns the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetZ(75)
number offset = myItem:GetOffsetZ()
GetOriginX()
This action will return the current X origin of this Item2D. By default, the origin is at the coordinates 0, 0.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetOriginCenter()
number xOrigin = myItem:GetOriginX()
GetOriginY()
This action will return the current Y origin of this Item2D. By default, the origin is at the coordinates 0, 0.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetOriginCenter()
number yOrigin = myItem:GetOriginY()
GetParent()
This action returns the parent of this Item2D. An Item2D gets a parent when it is added to another Item using the Add action.
Return
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
parentItem:Add(child)
Item2D item = child:GetParent()
GetPhysicsProperties()
This action computes the distance of the passed point from the collision shape attached to this item. This action is used internally and users should not need to use this action.
Return
Libraries.Game.Physics.PhysicsProperties2D: The distance of the point from the collision shape of this item
GetPreviousFocus()
This action returns the previous focus item. When this Item has the focus and the user requests the focus to move backwards (e.g. by pressing shift & tab), the returned value is the previous item to receive that focus, if it is defined. If it isn't defined, the focus can not move backwards from this Item.
Return
Libraries.Interface.Item: The previous Item to receive focus before this one.
GetPropertiesSize()
Return
integer
GetProperty(text key)
GetPropertyKeyIterator()
GetRawInertia()
This action is used to update this items position in physics space after physics solving is finished for this item. This action is used internally and users should not need to use this action.
Return
number:
GetRegionHeight()
This action returns the height of the region.
Return
integer:
GetRegionWidth()
This action returns the width of the TextureRegion.
Return
integer:
GetRegionX()
This action returns the x coordinate where the region begins on the Texture.
Return
integer:
GetRegionY()
This action returns the y coordinate where the region begins on the Texture.
Return
integer:
GetResponsiveness()
This action gets the inverse mass of the item (i.e., one divided by the mass of this item). Physics must be enabled on this item before using this action.
Return
integer: The inverse mass of this item
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inverseMass = item:GetInverseMass()
GetRestitution()
This action gets the total torque on this item. The units are kilogram units squared per second per second. Physics must be enabled on this item before using this action.
Return
number: The total torque in kilogram units squared per second per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetTorque(200)
number totalTorque = item:GetTorque()
GetRightSide()
This action returns where the TextureRegion begins the right edge of its region on the stored texture, where 0 is the far left of the texture and 1 is the far right side of the texture.
Return
number:
GetRotation()
Gets the current degree of rotation of this Item.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetRotation(90)
number rotation = myItem:GetRotation()
GetRotationInRadians()
Gets the current rotation of this Item in radians.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetRotation(90)
number rotation = myItem:GetRotationInRadians()
GetScaleX()
This action will return the current x-scaling value of this Item2D. By default, the x-scaling value of an Item is 1.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:Scale(1.25)
number scaleX = myItem:GetScaleX()
GetScaleY()
This action will return the current y-scaling value of this Item2D. By default, the y-scaling value of an Item is 1.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:Scale(1.25)
number scaleY = myItem:GetScaleY()
GetScreenX()
This action returns the x coordinate of the Item on the screen. If the Item hasn't been attached to a Layer, this will return a "Not a Number" value instead.
Return
number:
GetScreenY()
This action returns the y coordinate of the Item on the screen. If the Item hasn't been attached to a Layer, this will return a "Not a Number" value instead.
Return
number:
GetShaderData()
This action will create a new Texture with a solid black triangle that is made of the points identified by the three given points. The three points are relative to the origin of the Drawable. This texture is then loaded into the Drawable.
Return
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable triangle
triangle:LoadFilledTriangle(0, 0, 200, 200, 400, 0)
triangle:SetPosition(50, 50)
Add(triangle)
end
end
GetShaderMapping()
GetShaderProgram()
GetShape()
This item returns the collision shape of this item. The collision shape is the shape the collision system will use to test for collisions with this item. Note that this may be different from the shape drawn on the screen.
Return
Libraries.Game.Collision.Shapes.CollisionShape2D: The collision shape for this item
Example
use Libraries.Game.Drawable
use Libraries.Game.Collision.Shapes.Circle
Drawable ball
ball:Load("ball.png")
Circle circle
circle:SetRadius(30)
ball:SetShape(circle)
CollisionShape2D shape = ball:GetShape()
GetShapeType()
This action returns an integer representing the type of collision shape currently attached to this item.
Return
integer: The integer representing the type of collision shape for this item
GetSleepTime()
This action gets the children of this item in an array.
Return
number: The children of this item in an array
Example
use Libraries.Interface.Item2D
Item2D parent
Item2D child1
Item2D child2
parent:Add(child1)
parent:Add(child2)
Array<Item2D> children = parent:GetChildren()
GetSweep()
This action returns the swept movement of this item used for time of impact solving for the physics system. This action is used internally and users should not need to call this action.
Return
Libraries.Game.Collision.Sweep2D: The swept motion of this item
GetTexture()
This action returns the texture that is currently loaded into the Drawable.
Return
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Texture
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable drawable
drawable:LoadFilledCircle(75)
Texture circle = drawable:GetTexture()
end
end
GetTextureField()
GetTopSide()
This action returns where the TextureRegion begins the top edge of its region on the stored texture, where 0 is the far bottom of the texture and 1 is the far top side of the texture.
Return
number:
GetTorque()
This action gets the total torque on this item. The units are kilogram units squared per second per second. Physics must be enabled on this item before using this action.
Return
number: The total torque in kilogram units squared per second per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetTorque(200)
number totalTorque = item:GetTorque()
GetTouchListeners()
This action returns an Iterator containing all of the TouchListeners that have been added to this Item using the AddTouchListener action.
Return
Libraries.Containers.Iterator: An iterator containing all of the registered TouchListeners.
GetTransform()
This action returns the position of the item in physical space. This acction is used internally and should not be used by users to get the position of this item on the screen.
Return
Libraries.Game.Collision.PhysicsPosition2D: The position and angle of this item in physics space
GetTransform0()
This action gets the position of the item in physics space from the previous frame. This action is used internally and users should not need to use this action
Return
Libraries.Game.Collision.PhysicsPosition2D: The position and angle of the item in physics space in the previous frame
GetView2D()
The SetClipping action is used to enable or disable clipping. If it is enabled, when the Item and its children are drawn as part of the QueueForDrawing action, any pixels that would be drawn outside of the unrotated dimensions of the Item are not rendered. In other words, the Item will only draw inside the exact rectangle formed by its x, y position and its width and height.
Return
GetVisibleItemAt(number x, number y)
This action searches through all Items stored in this Item2D and finds the deepest Item which contains the given point in global coordinates. This action will only return items which are visible (that is, IsShowing() returns true).
Parameters
- number x
- number y
Return
Libraries.Interface.Item2D: The deepest visible item in the children hierarchy at the given point.
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child
Item2D grandchild
parentItem:Add(child)
child:Add(grandchild)
grandchild:SetHeight(100)
grandchild:SetWidth(100)
Item2D temp = parentItem:GetVisibleItemAt(75, 75)
GetWidth()
This action will return the currently set width of the Item2D.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
number width = myItem:GetWidth()
GetWorldCenter()
This action gets the position of the center of this item in global (world) coordinates.
Return
Libraries.Compute.Vector2: The vector representing the center of this item in global coordinates
GetWorldPoint(Libraries.Compute.Vector2 localPoint)
Given a point relative to the center of this item, this action computes and returns that point in screen coordinates.
Parameters
- Libraries.Compute.Vector2: The point in coordinates with respect to the center of this item
Return
Libraries.Compute.Vector2: The screen coordinates of the passed local point
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 localPoint
item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 250)
localPoint:Set(0, 0) // Get the coordinates of the center of the item
Vector2 worldPoint = item:GetWorldPoint(localPoint)
GetWorldVector(Libraries.Compute.Vector2 localVector)
Given the local coordinates of a vector, this action computes the screen coordinates of the corresponding vector.
Parameters
- Libraries.Compute.Vector2: The coordinates of a local vector
Return
Libraries.Compute.Vector2: The coordinates of the corresponding global vector Attribute Example use Libraries.Interface.Item2D use Libraries.Compute.Vector2 Item2D item Vector2 localVector item:SetWidth(100) item:SetHeight(100) item:SetPosition(400, 250) localVector:Set(0, 0) // Get the coordinates of the center of the item Vector2 worldVector = item:GetWorldVector(localVector)
GetX()
This action returns the currently set X coordinate of the Item.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
number value = myItem:GetX()
GetY()
This action returns the currently set Y coordinate of the Item.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
number value = myItem:GetY()
GetZ()
This action returns the currently set Z value of this Item2D.
Return
number:
Example
use Libraries.Interface.Item2D
Item2D myItem
number value = myItem:GetZ()
HasMoved()
This action returns an integer representing the type of collision shape currently attached to this item.
Return
boolean: The integer representing the type of collision shape for this item
HasProperties()
Return
boolean
HasProperty(text key)
Parameters
- text key
Return
boolean
Hide()
This action is used to indicate that an Item and all Items that were added to it should not be visible on the screen. Note that the Item class on its own cannot be drawn on the screen, but classes that inherit from it such as Libraries.Game.Graphics.Drawable can be. By default, Items are considered visible.
Example
use Libraries.Interface.Item
Item item
item:Hide()
IncreaseSize()
Expands the size of the selection by one grid unit on both the x and y axes.
IsAcceptingMouseInput()
This action returns whether or not this Item accepts mouse input. If the value is true, this will intercept incoming mouse events, triggering any related MouseListeners and InputSets and preventing the mouse event from propagating to other Items on the Layer. The default value is true.
Return
boolean: True if this Item can receive mouse events, or false otherwise.
IsAccessibleParent()
This action returns the nearest parent object that is accessible. This can be anything that the programmer wants to be accessible, from user interface components in a 2D interface to 3D components relative in 3-space on screen. By default, items have no accessible parent and are self-contained, but user interface components normally override the behavior so that controls can be logically nested within each other. attribute: returns Item
Return
boolean:
IsClipping()
The IsClipping action returns true if pixel clipping is enabled, or false if it is disabled. If it is enabled, when the Item and its children are drawn as part of the QueueForDrawing action, any pixels that would be drawn outside of the unrotated dimensions of the Item are not rendered. In other words, the Item will only draw inside the exact rectangle formed by its x, y position and its width and height.
Return
boolean: Whether or not pixel clipping is enabled for this Item.
IsCollidable()
This action determines whether this item is collidable.
Return
boolean: True if this item is collidable, false otherwise
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:SetCollidable(true)
boolean result = circle:IsCollidable
IsCustomDrawing()
The IsCustomDrawing action returns whether or not this Item is directly managing how itself and its children are drawn. When this value is true, the Item is responsible for determining its rendering via the Draw(Painter2D) action -- if this action isn't overridden, the Item and its children won't be drawn. This is an advanced feature only necessary for complex custom components, and most users will not need to use this functionality.
Return
boolean: Whether or not this Item is currently using custom drawing rules.
IsEmpty()
This action returns whether or not any items are contained in this Item.
Return
boolean:
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child1
parentItem:Add(child1)
boolean wasEmpty = parentItem:IsEmpty()
IsFastMoving()
This action sets this item's angular velocity in radians per second. Physics must be enabled in this item before using this action.
Return
boolean:
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetAngularVelocity(0.1)
IsFlippedX()
This action will return true if the Drawable has been flipped across the x-axis, or false if it has not.
Return
boolean:
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable line
line:LoadLine(20, 100)
line:FlipX()
boolean flipX = line:IsFlippedX()
end
end
IsFlippedY()
This action will return true if the Drawable has been flipped across the y-axis, or false if it has not.
Return
boolean:
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable line
line:LoadLine(20, 100)
line:FlipY()
boolean flipY = line:IsFlippedY()
end
end
IsFocusable()
This action returns whether or not the Item can currently receive focus. This property can be set with SetFocusable().
Return
boolean:
IsFocused()
The IsFocused action determines if this Item is currently focused, returning true if it is, or false if it is not.
Return
boolean:
IsLoaded()
This action returns true if there is a texture currently loaded into the Drawable, otherwise it returns false.
Return
boolean:
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable drawable
output "Drawable is loaded = " + drawable:IsLoaded()
drawable:LoadFilledCircle(75)
output "Drawable is now loaded = " + drawable:isLoaded()
end
end
IsNonResponsive()
This action gets the number of broadphase nodes this item has. This action is used internally and users should not need to use this action.
Return
boolean: The number of broadphase nodes attached to this item
IsOnLayer()
This action returns true if the item has been added to a Layer, or false otherwise.
Return
boolean: True if the item is on a Layer, or false otherwise.
IsPhysicsEnabled()
This action determines whether physics is currently enabled for this item.
Return
boolean: True if physics is enabled for this item, false otherwise
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:EnablePhysics(true)
boolean result = circle:IsPhysicsEnabled()
IsResponsive()
This action sets this item to be collidable. Passing true turns on collision for this item while passing false turns off collision for this item.
Return
boolean:
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:SetCollidable(true)
IsRotationAllowed()
This action determines whether physics is currently enabled for this item.
Return
boolean: True if physics is enabled for this item, false otherwise
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:EnablePhysics(true)
boolean result = circle:IsPhysicsEnabled()
IsShowing()
This action returns whether the Item is currently set to be visible on the screen.
Return
boolean: A boolean representing whether or not the Item is currently visible.
Example
use Libraries.Interface.Item
Item item
item:Hide()
boolean visible = item:IsShowing()
IsSimulated()
This action gets the position of the center of this item in local coordinates (i.e., with respect to itself).
Return
boolean: The vector representing the center of this item in local coordinates
IsSimulationRequired()
This action sets the x-component of this item's linear velocity in units per second. Physics must be enabled on this item before using this action.
Return
boolean:
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetLinearVelocityX(100)
IsUnmovable()
This action creates the nodes for this item for the broadphase collision. This action is needed in order to add the item to the collision detection system. This action is used internally and users should not need to use this action.
Return
boolean:
Load(Libraries.Game.Graphics.TextureRegion region, integer sourceX, integer sourceY, integer sourceWidth, integer sourceHeight)
This action will load the given TextureRegion into this Drawable, loading from the given x,y coordinates of the texture to the given width and height.
Parameters
- Libraries.Game.Graphics.TextureRegion
- integer sourceX
- integer sourceY
- integer sourceWidth
- integer sourceHeight
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Texture
use Libraries.Game.Graphics.TextureRegion
use Libraries.Game.Game
class Main is Game
Drawable circlePiece
Texture circleTexture
TextureRegion circleRegion
action Main
StartGame()
end
action CreateGame
circleTexture:LoadFilledCircle(50)
circleRegion:LoadTextureRegion(circleTexture)
circlePiece:Load(circleRegion, circleTexture:GetWidth()/4, 0, circleTexture:GetWidth()/2, circleTexture:GetHeight())
circlePiece:SetPosition(250, 100)
Add(circlePiece)
end
end
Load(Libraries.Game.Graphics.TextureRegion region)
This action will load the given TextureRegion into this Drawable, which will set its appearance when drawn on screen.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Texture
use Libraries.Game.Graphics.TextureRegion
use Libraries.Game.Game
class Main is Game
Drawable circle
Texture circleTexture
TextureRegion circleRegion
action Main
StartGame()
end
action CreateGame
circleTexture:LoadFilledCircle(50)
circleRegion:LoadTextureRegion(circleTexture)
circle:Load(circleRegion)
circle:SetPosition(250, 100)
Add(circle)
end
end
Load(text filePath)
This action will create a new texture from the image file located at the given file path. This texture will then be loaded into this Drawable. This sets the Drawable's appearance when it is drawn on the screen.
Parameters
- text filePath
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
Drawable bunny
action Main
StartGame()
end
action CreateGame
// Assuming that we have a file in our project named "Rabbit.png"
bunny:Load("Rabbit.png")
Add(bunny)
end
end
Load(Libraries.Compute.Matrix matrix)
This action will load a matrix into a Texture to create a monochrome (black and white) image, then load the Texture into this Drawable. Each value is assumed to be between 0 and 1, where 0 represents a black pixel and 1 represents a white pixel.
Parameters
- Libraries.Compute.Matrix: The matrix representing the pixels to load.
Example
use Libraries.Game.Game
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Texture
use Libraries.Compute.Matrix
class Main is Game
Texture texture
Drawable drawable
action Main
StartGame()
end
action CreateGame
Matrix matrix
// 7x7 square that is black at edges and lightens as it goes towards the center.
matrix:Fill(7, 7, 0)
matrix:Set(1, 1, 0.33)
matrix:Set(2, 1, 0.33)
matrix:Set(3, 1, 0.33)
matrix:Set(4, 1, 0.33)
matrix:Set(5, 1, 0.33)
matrix:Set(5, 2, 0.33)
matrix:Set(5, 3, 0.33)
matrix:Set(5, 4, 0.33)
matrix:Set(5, 5, 0.33)
matrix:Set(4, 5, 0.33)
matrix:Set(3, 5, 0.33)
matrix:Set(2, 5, 0.33)
matrix:Set(1, 5, 0.33)
matrix:Set(1, 4, 0.33)
matrix:Set(1, 3, 0.33)
matrix:Set(1, 2, 0.33)
matrix:Set(2, 2, 0.66)
matrix:Set(3, 2, 0.66)
matrix:Set(4, 2, 0.66)
matrix:Set(4, 3, 0.66)
matrix:Set(4, 4, 0.66)
matrix:Set(3, 4, 0.66)
matrix:Set(2, 4, 0.66)
matrix:Set(2, 3, 0.66)
matrix:Set(3, 3, 1)
// Loading the Drawable and making it larger so that it's easier to see.
drawable:Load(matrix)
Add(drawable)
drawable:SetPosition(200, 200)
drawable:SetSize(100, 100)
end
end
Load(Libraries.Game.Graphics.Texture texture, integer sourceWidth, integer sourceHeight)
This action will load the given texture into this Drawable, loading from the lower left corner of the texture to the given width and height.
Parameters
- Libraries.Game.Graphics.Texture
- integer sourceWidth
- integer sourceHeight
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Texture
use Libraries.Game.Game
class Main is Game
Drawable semicircle1
Drawable semicircle2
Texture circleTexture
action Main
StartGame()
end
action CreateGame
circleTexture:LoadFilledCircle(50)
semicircle1:Load(circleTexture, circleTexture:GetWidth()/2, circleTexture:GetHeight())
semicircle2:Load(circleTexture, circleTexture:GetWidth(), circleTexture:GetHeight()/2)
semicircle1:SetPosition(50, 100)
semicircle2:SetPosition(250, 100)
Add(semicircle1)
Add(semicircle2)
end
end
Load(Libraries.Game.Graphics.Texture newTexture, integer sourceX, integer sourceY, integer sourceWidth, integer sourceHeight)
This action will load the given texture into this Drawable, loading from the given x,y coordinates of the texture to the given width and height.
Parameters
- Libraries.Game.Graphics.Texture
- integer sourceX
- integer sourceY
- integer sourceWidth
- integer sourceHeight
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Texture
use Libraries.Game.Game
class Main is Game
Drawable circlePiece
Texture circleTexture
action Main
StartGame()
end
action CreateGame
circleTexture:LoadFilledCircle(50)
circlePiece:Load(circleTexture, circleTexture:GetWidth()/4, 0, circleTexture:GetWidth()/2, circleTexture:GetHeight())
circlePiece:SetPosition(250, 100)
Add(circlePiece)
end
end
Load(Libraries.System.File file)
This action will create a new texture from provided image file. This texture will then be loaded into this Drawable. This sets the Drawable's appearance when it is drawn on the screen.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.System.File
use Libraries.Game.Game
class Main is Game
Drawable bunny
File imageFile
action Main
StartGame()
end
action CreateGame
// Assuming that we have a folder in our project called
// "Assets" containing a file named "hare.jpg"
imageFile:SetWorkingDirectory("Assets")
imageFile:SetPath("hare.jpg")
bunny:Load(imageFile)
Add(bunny)
end
end
Load(Libraries.Game.Graphics.Texture texture)
This action will load the given texture into this Drawable. This sets the Drawable's appearance when it is drawn on the screen.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Texture
use Libraries.Game.Game
class Main is Game
Drawable circle1
Drawable circle2
Texture circleTexture
action Main
StartGame()
end
action CreateGame
circleTexture:LoadFilledCircle(50)
circle1:Load(circleTexture)
circle2:Load(circleTexture)
circle1:SetPosition(50, 100)
circle2:SetPosition(250, 100)
Add(circle1)
Add(circle2)
end
end
Load(Libraries.Interface.Controls.Scenes.Layers.EditorLayer2D layer)
Load will make the cursor a filled rectangle with the color determined by SceneConstants and the size of the rectangle is determined by the grid unit size of the passed EditorLayer2D.
Parameters
- Libraries.Interface.Controls.Scenes.Layers.EditorLayer2D: The 2D EditorLayer that will determine the dimensions of the cursor
LoadCircle(integer radius, Libraries.Game.Graphics.ColorGroup color)
This action will create a new Texture with a hollow circle of the given color with the given radius. This texture is then loaded into the Drawable.
Parameters
- integer radius
- Libraries.Game.Graphics.ColorGroup
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color red
red:SetColor(1, 0, 0, 1)
Drawable circle
circle:LoadCircle(75, red)
circle:SetPosition(50, 50)
Add(circle)
end
end
LoadCircle(integer radius)
This action will create a new Texture with a hollow black circle with the given radius. This texture is then loaded into the Drawable.
Parameters
- integer radius
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable circle
circle:LoadCircle(75)
circle:SetPosition(50, 50)
Add(circle)
end
end
LoadFilledCircle(integer radius)
This action will create a new Texture with a solid black circle with the given radius. This texture is then loaded into the Drawable.
Parameters
- integer radius
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable circle
circle:LoadFilledCircle(75)
circle:SetPosition(50, 50)
Add(circle)
end
end
LoadFilledCircle(integer radius, Libraries.Game.Graphics.ColorGroup color)
This action will create a new Texture with a solid circle of the given color with the given radius. This texture is then loaded into the Drawable.
Parameters
- integer radius
- Libraries.Game.Graphics.ColorGroup
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color blue
blue:SetColor(0, 0, 1, 1)
Drawable circle
circle:LoadFilledCircle(75, blue)
circle:SetPosition(50, 50)
Add(circle)
end
end
LoadFilledRectangle(integer width, integer height)
This action will create a new Texture with a solid black rectangle with the given width and height. This texture is then loaded into the Drawable.
Parameters
- integer width
- integer height
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable rectangle
rectangle:LoadFilledRectangle(20, 100)
rectangle:SetPosition(50, 50)
Add(rectangle)
end
end
LoadFilledRectangle(integer width, integer height, Libraries.Game.Graphics.ColorGroup color)
This action will create a new Texture with a solid rectangle of the given color with the given width and height. This texture is then loaded into the Drawable.
Parameters
- integer width
- integer height
- Libraries.Game.Graphics.ColorGroup
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color green
green:SetColor(0, 1, 0, 1)
Drawable rectangle
rectangle:LoadFilledRectangle(20, 100, green)
rectangle:SetPosition(50, 50)
Add(rectangle)
end
end
LoadFilledTriangle(integer x1, integer y1, integer x2, integer y2, integer x3, integer y3)
This action will create a new Texture with a solid black triangle that is made of the points identified by the three given points. The three points are relative to the origin of the Drawable. This texture is then loaded into the Drawable.
Parameters
- integer x1
- integer y1
- integer x2
- integer y2
- integer x3
- integer y3
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable triangle
triangle:LoadFilledTriangle(0, 0, 200, 200, 400, 0)
triangle:SetPosition(50, 50)
Add(triangle)
end
end
LoadFilledTriangle(integer x1, integer y1, integer x2, integer y2, integer x3, integer y3, Libraries.Game.Graphics.ColorGroup color)
This action will create a new Texture with a solid triangle of the given color that is made of the points identified by the three given points. The three points are relative to the origin of the Drawable. This texture is then loaded into the Drawable.
Parameters
- integer x1
- integer y1
- integer x2
- integer y2
- integer x3
- integer y3
- Libraries.Game.Graphics.ColorGroup
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color purple
purple:SetColor(0.5, 0, 0.5, 1)
Drawable triangle
triangle:LoadFilledTriangle(0, 0, 200, 200, 400, 0, purple)
triangle:SetPosition(50, 50)
Add(triangle)
end
end
LoadLine(integer x, integer y)
This action will create a new Texture with a black line that connects an imaginary point at 0,0 to the provided x,y coordinates. This texture is then loaded into the Drawable.
Parameters
- integer x
- integer y
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable line
line:LoadLine(20, 100)
line:SetPosition(50, 50)
Add(line)
end
end
LoadLine(integer x, integer y, Libraries.Game.Graphics.ColorGroup color)
This action will create a new Texture with a line of the given color that connects between an imaginary point at 0,0 to the provided x,y coordinates. This texture is then loaded into the Drawable.
Parameters
- integer x
- integer y
- Libraries.Game.Graphics.ColorGroup
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color cyan
cyan:SetColor(0, 1, 1, 1)
Drawable line
line:LoadLine(20, 100, cyan)
line:SetPosition(50, 50)
Add(line)
end
end
LoadRectangle(integer width, integer height)
This action will create a new Texture with a hollow black rectangle with the given width and height. This texture is then loaded into the Drawable.
Parameters
- integer width
- integer height
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable rectangle
rectangle:LoadRectangle(20, 100)
rectangle:SetPosition(50, 50)
Add(rectangle)
end
end
LoadRectangle(integer width, integer height, Libraries.Game.Graphics.ColorGroup color)
This action will create a new Texture with a hollow rectangle of the given color with the given width and height. This texture is then loaded into the Drawable.
Parameters
- integer width
- integer height
- Libraries.Game.Graphics.ColorGroup
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color yellow
yellow:SetColor(1, 1, 0, 1)
Drawable rectangle
rectangle:LoadRectangle(20, 100, yellow)
rectangle:SetPosition(50, 50)
Add(rectangle)
end
end
LoadShape(Libraries.Containers.Array<number> points)
Parameters
LoadShape(Libraries.Containers.Array<number> points, Libraries.Game.Graphics.ColorGroup color)
LoadShape(Libraries.Containers.Array<number> points, Libraries.Containers.Array<Libraries.Game.Graphics.Color> colors)
LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture)
This action loads an entire texture into the TextureRegion.
Parameters
LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture, integer x, integer y, integer width, integer height)
This action loads part of a texture into this TextureRegion, starting from the given x,y coordinates of the Texture to the given width and height.
Parameters
- Libraries.Game.Graphics.Texture
- integer x
- integer y
- integer width
- integer height
LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture, integer width, integer height)
This action loads part of a texture into the TextureRegion, starting from the bottom left corner to the given width and height.
Parameters
- Libraries.Game.Graphics.Texture
- integer width
- integer height
LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture, number left, number right, number top, number bottom)
This action loads part of a texture into this TextureRegion, using the given percentage coordinates from 0 to 1 of the texture to load.
Parameters
- Libraries.Game.Graphics.Texture
- number left
- number right
- number top
- number bottom
LostFocus(Libraries.Interface.Events.FocusEvent event)
Move(Libraries.Compute.Vector2 movement)
This action will increase the x and y coordinates of this Item by the values stored in the provided Vector2.
Parameters
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D myItem
myItem:SetX(50)
myItem:SetY(80)
Vector2 vector
vector:Set(25, -20)
myItem:Move(vector)
Move(number xAmount, number yAmount)
This action will increase the x and y coordinates of this Item by the given amounts.
Parameters
- number xAmount
- number yAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetX(50)
myItem:SetY(80)
myItem:Move(25, -20)
MoveX(number xAmount)
This action will increase the x-coordinate of this Item by the given amount.
Parameters
- number xAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetX(50)
myItem:MoveX(25)
MoveY(number yAmount)
This action will increase the y-coordinate of this Item by the given amount.
Parameters
- number yAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetY(50)
myItem:MoveY(25)
MoveZ(number zAmount)
This action will increase the z-coordinate of this Item by the given amount.
Parameters
- number zAmount
Example
use Libraries.Interface.Item@D
Item2D myItem
myItem:SetZ(5)
myItem:MoveZ(2)
OnTextureLoad(Libraries.Interface.Events.TextureLoadEvent event)
This action removes all TextureLoadListeners that have been added to the texture.
Parameters
PrepareVertices()
Checks to see if the Item2D's internal vertices are up to date, and updates them if they are not. This is used primarily internally to ensure that the item's vertices are properly aligned before use, e.g. to project an image on the screen at the coordinates of the vertices. Most users will never need to use this action directly.
ProcessGestureEvent(Libraries.Interface.Events.GestureEvent event)
This action takes a gesture event and handles it. It will first test to see if the gesture event took place within the bounds of this Item. If so, it will notify any GestureListeners of the event. If the event was not contained within this Item, or if there are no GestureListeners on this Item, the Item will ask its parent Item to process the event, if there is a parent.
Parameters
Example
use Libraries.Interface.Item2D
use Libraries.Interface.Events.GestureEvent
use Libraries.Interface.Events.GestureListener
Item2D myItem
GestureListener listener
myItem:AddGestureListener(listener)
GestureEvent event
event:eventType = event:DOUBLE_TAP
myItem:ProcessGestureEvent(event)
ProcessMouseEvent(Libraries.Interface.Events.MouseEvent event)
This action takes a mouse event and handles it. It will first test to see if the mouse event took place within the bounds of this Item. If so, it will notify any MouseListeners of the event. If the event was not contained within this Item, or if there are no MouseListeners on this Item, the Item will ask its parent Item to process the mouse event, if there is a parent.
Parameters
Example
use Libraries.Interface.Item2D
use Libraries.Interface.Events.MouseEvent
use Libraries.Interface.Events.MouseListener
Item2D myItem
MouseListener listener
myItem:AddMouseListener(listener)
MouseEvent event
event:eventType = event:CLICKED_MOUSE
myItem:ProcessMouseEvent(event)
ProcessTouchEvent(Libraries.Interface.Events.TouchEvent event)
This action takes a touch event and handles it. It will first test to see if the touch event took place within the bounds of this Item. If so, it will notify any TouchListeners of the event. If the event was not contained within this Item, or if there are no TouchListeners on this Item, the Item will ask its parent Item to process the touch event, if there is a parent.
Parameters
Example
use Libraries.Interface.Item2D
use Libraries.Interface.Events.TouchEvent
use Libraries.Interface.Events.TouchListener
Item2D myItem
TouchListener listener
myItem:AddTouchListener(listener)
TouchEvent event
event:eventType = event:BEGAN
myItem:ProcessTouchEvent(event)
QueueForDrawing(Libraries.Game.Graphics.Painter2D painter)
The QueueForDrawing action is what makes a Drawable appear on the screen. This action will automatically be called by the Game class if the Drawable has been added to the Game with the Add(Item) action.
Parameters
Remove(integer index)
This action removes an Item that was previously added to this Item by finding it at the given index in the internal array of children Items.
Parameters
- integer index
Return
Libraries.Interface.Item2D: The Item that was removed.
Example
use Libraries.Interface.Item
Item parentItem
Item child1
Item child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:Remove(0)
Remove(Libraries.Interface.Item2D removed)
This action removes an Item2D that was previously added to this Item2D.
Parameters
Return
boolean: Whether or not the Item was found and removed.
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:Remove(child1)
RemoveFocusListener(Libraries.Interface.Events.FocusListener listener)
This action removes a FocusListener from the Item. The listener will no longer receive notification if the Item gets a FocusEvent.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.FocusListener
Item myItem
FocusListener listener
myItem:AddFocusListener(listener)
myItem:RemoveFocusListener(listener)
RemoveGestureListener(Libraries.Interface.Events.GestureListener listener)
This action removes a GestureListener from the Item. The listener will no longer receive notification if the Item gets a GestureEvent.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.GestureListener
Item myItem
GestureListener listener
myItem:AddGestureListener(listener)
myItem:RemoveGestureListener(listener)
RemoveMouseListener(Libraries.Interface.Events.MouseListener listener)
This action removes a MouseListener from the Item. The listener will no longer receive notification if the Item gets a mouse click event.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseListener
Item myItem
MouseListener listener
myItem:AddMouseListener(listener)
myItem:RemoveMouseListener(listener)
RemoveMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)
This action removes a MouseMovementListener from the Item. The listener will no longer receive notification if the Item gets a mouse movement event.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseMovementListener
Item myItem
MouseMovementListener listener
myItem:AddMouseMovementListener(listener)
myItem:RemoveMouseMovementListener(listener)
RemoveMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)
This action removes a MouseWheelListener from the Item. The listener will no longer receive notification if the Item gets a mouse wheel event.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.MouseWheelListener
Item myItem
MouseWheelListener listener
myItem:AddMouseWheelListener(listener)
myItem:RemoveMouseWheelListener(listener)
RemoveTextureLoadListener(Libraries.Interface.Events.TextureLoadListener listener)
This action removes a TextureLoadListener from the texture. If the listener was not previously added to this texture, this does nothing.
Parameters
- Libraries.Interface.Events.TextureLoadListener: A TextureLoadListener to be removed from the Texture.
RemoveTouchListener(Libraries.Interface.Events.TouchListener listener)
This action removes a TouchListener from the Item. The listener will no longer receive notification if the Item gets a TouchEvent.
Parameters
Example
use Libraries.Interface.Item
use Libraries.Interface.Events.TouchListener
Item myItem
TouchListener listener
myItem:AddTouchListener(listener)
myItem:RemoveTouchListener(listener)
RequestVerticesUpdate()
This action informs the engine that this Item needs to recalculate its vertex values before they can be used (most commonly, to be drawn to the screen). Most users will never need to call this directly. If you are using a custom ShaderProgram with this Item, you can use this action to indicate that the shader mapping should reset the vertex values for this Item before its drawn again.
RequireSimulation(boolean flag)
This action sets the y-component of this item's linear velocity in units per second. Physics must be enabled on this item before using this action.
Parameters
- boolean flag
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetLinearVelocityY(100)
ResetMass()
This action sets the mass, mass moment of inertia, and how the 2D item should move (via linear velocity) to be at the desired location.
Resize()
The Resize action is used to recalculate the size and position of Controls that are being controlled by a Layout. Calling Resize on an Item2D won't have a direct effect on it, but if the Item's children hierarchy contains any Controls, those Controls will be resized.
Rotate(number degrees)
Rotates this Item2D by the given number of degrees. This will also rotate all Items in the children hierarchy of this Item.
Parameters
- number degrees
Example
use Libraries.Interface.Item
Item myItem
myItem:Rotate(65)
Scale(number amount)
This action will multiply the current scaling value by the given number. A parameter of 0 or less will be ignored.
Parameters
- number amount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScale(1.5)
myItem:Scale(1.1)
Scale(number xAmount, number yAmount)
This action will multiply the x scaling and y scaling values, respectively, by the given numbers. A parameter of 0 or less will be ignored.
Parameters
- number xAmount
- number yAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScale(1.5)
myItem:Scale(1.1, 0.9)
ScaleFromCenter(number amount)
This action will multiply the current scaling value by the given number. A parameter of 0 or less will be ignored. This action will increase or decrease the scale of the object from the center, and update the Item's x,y coordinates to reflect the new bottom-left corner of the Item.
Parameters
- number amount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScale(1.5)
myItem:ScaleFromCenter(1.1)
ScaleFromCenter(number xAmount, number yAmount)
This action will multiply the current scaling values of the x and y planes by the given number. A parameter of 0 or less will be ignored. This action will increase or decrease the scale of the object from the center, and update the Item's x,y coordinates to reflect the new bottom-left corner of the Item.
Parameters
- number xAmount
- number yAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScale(1.5)
myItem:ScaleFromCenter(1.1, 0.9)
SetAcceptsMouseInput(boolean accepts)
This action sets whether or not this Item accepts mouse input. If set to true, this will intercept incoming mouse events, triggering any related MouseListeners and InputSets and preventing the mouse event from propagating to other Items on the Layer. The default value is true.
Parameters
- boolean accepts: True to set this Item to receive mouse events, or false to ignore them.
SetAccessibilityCode(integer newAccessibilityCode)
This action changes the accessibility code for this Item. This should be done with care because setting the accessiblity code to the incorrect type can cause accessibility to stop functioning or, in some cases, cause the program to crash.
Parameters
- integer newAccessibilityCode: the new accessibility code for this Item.
SetAccessibilityRoleDescription(text newRoleDescription)
This action sets a custom accessibility role description for this item. This should only be done if there is not a standard accessibility code for the type of item being implemented. If the item behaves very similarly to a standard control type, then set the accessibility code to that standard type while also setting the role description. For example, if implementing an item that extends Control, is keyboard focusable, and responds to activation via both mouse clicks and the Space key, like a button, but it shouldn't be described as a button, then set the accessibility code to BUTTON and the custom role description to whatever is appropriate. If there isn't a suitable accessibility code, or if in doubt, set the accessibility code to CUSTOM.
Parameters
- text newRoleDescription: the new custom role description for this Item.
SetAlpha(number alpha)
Sets the alpha of the Drawable. The alpha represents how transparent the Drawable is. The given value should be between 0 and 1, where a value of 0 is totally transparent, and a value of 1 is totally opaque.
Parameters
- number alpha
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
Drawable circle
action Main
StartGame()
end
action CreateGame
circle:LoadFilledCircle(50)
circle:SetAlpha(0.5)
circle:SetPosition(50, 100)
Add(circle)
end
end
SetAngularDamping(number angularDamping)
This action gets the rotational inertia of this item. The inertia is in kilogram units squared.
Parameters
- number angularDamping
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number inertia = item:GetInertia()
SetAngularVelocity(number angularVelocity)
This action sets this item's angular velocity in radians per second. Physics must be enabled in this item before using this action.
Parameters
- number angularVelocity: The angular velocity of this item in radians per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetAngularVelocity(0.1)
SetBottomSide(number bottom)
This action selects a point on the loaded texture that this Drawable will consider to be the bottom edge of the image to be drawn. 0 represents the bottom edge of the base texture, and 1 represents the top edge of the base texture.
Parameters
- number bottom
SetBoundingBox(number newX, number newY, number newWidth, number newHeight)
This action will set the x coordinate, y coordinate, width, and height of the Item2D, respectively.
Parameters
- number newX
- number newY
- number newWidth
- number newHeight
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetBoundingBox(50, 200, 100, 75)
SetCenter(number setX, number setY)
This action will set the X and Y coordinates of the Item so that the center of the Item is located at the given X, Y coordinates.
Parameters
- number setX
- number setY
Example
use Libraries.Interface.Item
Item myItem
myItem:SetCenter(70, 40)
SetCenterX(number setX)
This action will set the X coordinate of the Item so that the center of the Item is aligned with the given X coordinate value.
Parameters
- number setX
Example
use Libraries.Interface.Item
Item myItem
myItem:SetCenterX(70)
SetCenterY(number setY)
This action will set the Y coordinate of the Item so that the center of the Item is aligned with the given Y coordinate value.
Parameters
- number setY
Example
use Libraries.Interface.Item
Item myItem
myItem:SetCenterY(65)
SetChildrenProcessingMouseEvents(boolean shouldProcess)
The SetChildrenProcessingMouseEvents action is used to set whether or not children items should receive mouse events if this Item is using custom drawing. This affects only custom drawing Items -- if the Item isn't drawing, children objects will always receive the mouse events first. This value is false by default. This is an advanced feature only necessary for complex custom components, and most users will not need to use this.
Parameters
- boolean shouldProcess
SetClipCoordinates(Libraries.Game.Graphics.Painter2D painter)
This action sets the clipping coordinates of the given painter to respect the coordinates of this Item (if it's clipping) as well as any clipping being performed by parent Items. This action is called automatically by the Game engine as necessary, and most users will never need to use this action directly.
Parameters
SetClipping(boolean clip)
The SetClipping action is used to enable or disable clipping. If it is enabled, when the Item and its children are drawn as part of the QueueForDrawing action, any pixels that would be drawn outside of the unrotated dimensions of the Item are not rendered. In other words, the Item will only draw inside the exact rectangle formed by its x, y position and its width and height.
Parameters
- boolean clip: True to enable pixel clipping, false to disable.
SetCollidable(boolean flag)
This action sets this item to be collidable. Passing true turns on collision for this item while passing false turns off collision for this item.
Parameters
- boolean flag: Whether or not to turn collision on for this item
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:SetCollidable(true)
SetCollideWithChildren(boolean flag)
This action gets the position of the item in physics space from the previous frame. This action is used internally and users should not need to use this action
Parameters
- boolean flag
SetCollisionGroupFlag(boolean flag)
This action sets the total torque on this item. The units are kilogram units squared per second per second. This action should be used to set the total torque on this item. If we want to apply a torque to this item, we should use the ApplyTorque actions instead. Physics must be enabled on this action before using this action.
Parameters
- boolean flag
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetTorque(200)
SetCollisionGroupIndex(integer index)
This action sets the total force on this item. The units are kilogram units per second per second. This action should be used to set the total force on this item. If we want to apply a force to this item, we should use the ApplyForce actions instead. Physics must be enabled on this item before using this action.
Parameters
- integer index
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 force
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:SetForce(force)
SetCollisionList(Libraries.Game.Collision.CollisionEdge2D edge)
This is an action used internally by the physics system to keep track of the collisions with this item in a linked list structure. This action sets the head of the linked list of collisions to the passed CollisionEdge2D object. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Game.Collision.CollisionEdge2D: The new head of the linked list of collisions
SetColor(Libraries.Game.Graphics.ColorGroup tint)
Sets the color filter on this Drawable. This will reduce the intensity of colors in the Drawable that are not part of the filter, while leaving the other colors that are part of the filter as the same.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
Drawable circle
Color red
Color yellow
action Main
StartGame()
end
action CreateGame
red:SetColor(1, 0, 0, 1)
yellow:SetColor(1, 1, 0, 1)
circle:LoadFilledCircle(50, yellow)
circle:SetColor(red)
circle:SetPosition(50, 100)
Add(circle)
end
end
SetColor(number red, number green, number blue, number alpha)
Sets the color filter of the Drawable from the given components of red, green, blue, and alpha. The values for the components should be between 0 and 1, representing 0% to 100% of that color or alpha.
Parameters
- number red
- number green
- number blue
- number alpha
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
Drawable circle
Color white
action Main
StartGame()
end
action CreateGame
white:SetColor(1, 1, 1, 1)
circle:LoadFilledCircle(50, white)
circle:SetColor(0.5, 1, 0.25, 1)
circle:SetPosition(50, 100)
Add(circle)
end
end
SetCustomDrawing(boolean isCustom)
The SetCustomDrawing action is used to indicate that this Item wants to directly manage how itself and its children are drawn. When this is set to true, the Item must be responsible for determining this rendering via the Draw(Painter2D) action -- if this action isn't overridden, the Item and its children won't be drawn. This is an advanced feature only necessary for complex custom components, and most users will not need to use this functionality.
Parameters
- boolean isCustom: True if this Item should use custom drawing, or false to use default drawing rules.
SetDensity(number density)
This action applies an angular impulse to this item. The units are in kilogram units squared per second. This modifies the angular velocity of this item. Physics must be enabled on this item before using this action.
Parameters
- number density
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:ApplyAngularImpulse(80)
SetDescription(text newDescription)
This action sets the internal description of the Item.
Parameters
- text newDescription
Example
use Libraries.Interface.Item
Item item
item:SetDescription("Used for demo purposes.")
SetDrawableShape(Libraries.Game.Graphics.DrawableShape shape)
This action will create a new Texture with a hollow black circle with the given radius. This texture is then loaded into the Drawable.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Drawable circle
circle:LoadCircle(75)
circle:SetPosition(50, 50)
Add(circle)
end
end
SetDrawableType(integer type)
This action sets an integer code representing the type of graphics that's been loaded into this Drawable. The type values can be found in the SceneProperties class. This action is used internally by the engine as needed, and most users won't ever need to call this directly.
Parameters
- integer type
SetFlipX(boolean flip)
This action will set the Item2D to be flipped across the X-axis according to the boolean. If the boolean value is false, the Item2D will be set to its unflipped state. If it is true, the Item will be set to its flipped state.
Parameters
- boolean flip
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetFlipX(true)
SetFlipY(boolean flip)
This action will set the Item2D to be flipped across the Y-axis according to the boolean. If the boolean value is false, the Item2D will be set to its unflipped state. If it is true, the Item will be set to its flipped state.
Parameters
- boolean flip
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetFlipY(true)
SetFocusable(boolean focus)
The SetFocusable action sets whether or not this Item should be focusable. If the Item is currently focused and made unfocusable, then it will lose focus, and there will be no focused element.
Parameters
- boolean focus
SetForce(Libraries.Compute.Vector2 force)
This action sets the total force on this item. The units are kilogram units per second per second. This action should be used to set the total force on this item. If we want to apply a force to this item, we should use the ApplyForce actions instead. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The total force in kilogram units per second per second
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 force
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
item:SetForce(force)
SetFriction(number friction)
This action applies a torque to this item. The units are kilogram units squared per second per second. Physics must be enabled on this item before using this action.
Parameters
- number friction
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:ApplyTorque(350)
SetGridUnitSize(number size)
SetGridUnitSize changes the size of single grid unit
Parameters
- number size
SetHasMoved(boolean flag)
This action returns the swept movement of this item used for time of impact solving for the physics system. This action is used internally and users should not need to call this action.
Parameters
- boolean flag
SetHeight(number newHeight)
This action will set the height of the Item2D.
Parameters
- number newHeight
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetHeight(70)
SetIndicesCount(integer indicesCount)
This action is used internally by the rendering system to set how many indices a Drawable uses in a Mesh. Most users will never need to call this action directly.
Parameters
- integer indicesCount
SetInputGroup(text group)
This action sets the input group for this Item. When used with the Game libraries, this tag describes what InputTable (if any) can interact with this Item due to input.
Parameters
- text group: The new input group to use.
Example
use Libraries.Interface.Item
Item item
item:SetInputGroup("arrowKeys")
output "My item's input group is : " + item:GetInputGroup()
SetItem(integer index, Libraries.Interface.Item2D newItem)
This action sets a value inside the internal item array of this Item2D.
Parameters
- integer index
- Libraries.Interface.Item2D
Example
use Libraries.Interface.Item2D
Item2D parentItem
Item2D child1
Item2D child2
parentItem:Add(child1)
parentItem:SetItem(0, child2)
SetJointList(Libraries.Game.Physics.Joints.JointEdge2D edge)
This is an action used internally by the physics system to keep track of the joints connected to this item in a linked list structure. This action sets the head of the linked list of collisions to the passed CollisionEdge2D object. This action is used internally and users should not need to use this action.
Parameters
SetLayer(Libraries.Game.Layer2D parentLayer)
This action is used by the Game libraries to create a reference to the layer that this Item2D exists on. It is automatically called as needed by the Layer2Dclass. Most users will never need to use this action directly.
Parameters
SetLeftSide(number left)
This action selects a point on the loaded texture that this Drawable will consider to be the left edge of the image to be drawn. 0 represents the left edge of the base texture, and 1 represents the right edge of the base texture.
Parameters
- number left
SetLinearDamping(number linearDamping)
Given a point relative to the center of this item, this action computes and returns that point in screen coordinates.
Parameters
- number linearDamping
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 localPoint
item:SetWidth(100)
item:SetHeight(100)
item:SetPosition(400, 250)
localPoint:Set(0, 0) // Get the coordinates of the center of the item
Vector2 worldPoint = item:GetWorldPoint(localPoint)
SetLinearVelocity(Libraries.Compute.Vector2 linearVelocity)
This action sets the linear velocity of this item in units per second. Physics must be enabled on this item before using this action.
Parameters
- Libraries.Compute.Vector2: The vector representing the linear velocity of this item in units per second
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 velocity
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
velocity:Set(100, 0)
item:SetLinearVelocity(velocity)
SetLinearVelocityX(number linearVelocityX)
This action sets the x-component of this item's linear velocity in units per second. Physics must be enabled on this item before using this action.
Parameters
- number linearVelocityX: The x-component of this item's linear velocity in units per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetLinearVelocityX(100)
SetLinearVelocityY(number linearVelocityY)
This action sets the y-component of this item's linear velocity in units per second. Physics must be enabled on this item before using this action.
Parameters
- number linearVelocityY: The y-component of this item's linear velocity in units per second
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetLinearVelocityY(100)
SetMass(number mass)
This action is used to syncronize the item's position in physics space with its position in the tree used for broadphase collision. This action is used internally and users should not need to use this action.
Parameters
- number mass
SetMass(Libraries.Game.Physics.Mass2D mass)
This action sets the position of the item in physics space from the previous frame. This action is used internally and users should not need to use this action.
Parameters
SetMesh(Libraries.Game.Graphics.Mesh mesh)
This action will create a new Texture with a hollow circle of the given color with the given radius. This texture is then loaded into the Drawable.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color red
red:SetColor(1, 0, 0, 1)
Drawable circle
circle:LoadCircle(75, red)
circle:SetPosition(50, 50)
Add(circle)
end
end
SetMeshIndex(integer meshIndex)
This action is used internally by the rendering system to set what index a Drawable starts at in a Mesh. Most users will never need to call this action directly.
Parameters
- integer meshIndex
SetName(text newName)
This action sets the internal name of the Item.
Parameters
- text newName
Example
use Libraries.Interface.Item
Item item
item:SetName("My Item")
SetNextFocus(Libraries.Interface.Item next)
This action sets the next focus item. When this Item has the focus and the user requests the focus to advance (e.g. by pressing the tab key), the focus will move to the next focus item, if it is defined.
Parameters
- Libraries.Interface.Item: The next Item to receive focus after this one.
SetNonResponsive()
This action returns all of the broadphase nodes attached to this item in an array. This action is used internally and users should not need to use this action.
SetOffset(number xAmount, number yAmount)
This action will set both the X and Y offsets of the item, respectively.
Parameters
- number xAmount
- number yAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffset(100, 75)
SetOffset(number xAmount, number yAmount, number zAmount)
This action will set X, Y, and Z offsets of the item, respectively.
Parameters
- number xAmount
- number yAmount
- number zAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffset(100, 75, 2)
SetOffsetX(number xAmount)
This action sets the X offset of the Item. The offset tells the Item where to relate its X position to. In other words, the X offset is where an X coordinate of 0 is for this Item. This is automatically set when using an action to add an Item to another Item.
Parameters
- number xAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetX(100)
SetOffsetY(number yAmount)
This action sets the Y offset of the item. The offset tells the Item where to relate its Y position to. In other words, the Y offset is where a Y coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.
Parameters
- number yAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetY(75)
SetOffsetZ(number zAmount)
This action sets the Z offset of the item. The offset tells the Item where to relate its Z position to. In other words, the Z offset is where a Z coordinate of 0 is for this item. This is automatically set when using an action to add an Item to another Item.
Parameters
- number zAmount
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOffsetZ(75)
SetOrigin(number setX, number setY)
This action will set the origin of the Item to be at the given location in the Item. This is used when projecting the Item's vertices onto the screen, i.e. when determining where to draw a picture on the screen.
Parameters
- number setX
- number setY
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetOrigin(20, 20)
SetOriginCenter()
This action will set the origin of the Item to be at the current center of the Item's width and height bounds.
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(50, 80)
myItem:SetOriginCenter()
SetParent(Libraries.Interface.Item2D newItem)
This action sets a reference to the parent item. It is called automatically when an Item2D is added as a child to another Item2D. Most users will not need to use this action directly.
Parameters
SetPhysicsProperties(Libraries.Game.Physics.PhysicsProperties2D properties)
This action is used to get the bounding box of the item. A bounding box is an axis-alligned rectangle containing the shape used for broadphase collision. This action is used internally and users should not need to use this action.
Parameters
SetPosition(number setX, number setY)
This action will set both the X coordinate and the Y coordinate of the Item, in that order.
Parameters
- number setX
- number setY
Example
use Libraries.Interface.Item
Item myItem
myItem:SetPosition(30, 70)
SetPosition(number setX, number setY, number setZ)
This action will set both the X and Y coordinates of this Item2D, and will additionally set the Z value of this Item2D.
Parameters
- number setX
- number setY
- number setZ
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetPosition(30, 70, 3)
SetPreviousFocus(Libraries.Interface.Item previous)
This action sets the previous focus item. When this Item has the focus and the user requests the focus to move backwards (e.g. by pressing shift & tab), the focus will move to the previous focus item, if it is defined.
Parameters
- Libraries.Interface.Item: The previous Item to receive focus before this one.
SetProperty(text key, Libraries.Data.Formats.JavaScriptObjectNotation value)
Parameters
SetRegion(integer x, integer y, integer width, integer height)
Sets the region of this TextureRegion to start at the given x,y coordinates and go to the given width and height.
Parameters
- integer x
- integer y
- integer width
- integer height
SetRegion(Libraries.Game.Graphics.TextureRegion region)
Sets the region of this TextureRegion to be the same as the region of a different TextureRegion.
Parameters
SetRegion(number left, number top, number right, number bottom)
This action selects the portion of the loaded texture to use when drawing. The four parameters represent the left, top, right, and bottom sides of the texture, respectively. For the left and right parameters, 0 represents the left of the base texture, and 1 represents the right of the base texture. For the top and bottom parameters, 0 represents the bottom, and 1 represents the top.
Parameters
- number left
- number top
- number right
- number bottom
SetRegion(Libraries.Game.Graphics.TextureRegion region, integer x, integer y, integer width, integer height)
Sets the region of this TextureRegion to begin at the start of the given TextureRegion's plus an offset by the given x,y values, and stretching to the given width and height.
Parameters
- Libraries.Game.Graphics.TextureRegion
- integer x
- integer y
- integer width
- integer height
SetRegionHeight(integer height)
This action sets the height of the region.
Parameters
- integer height
SetRegionWidth(integer width)
This action sets the width of the TextureRegion.
Parameters
- integer width
SetRegionX(integer x)
This action sets the x coordinate where the region begins on the Texture.
Parameters
- integer x
SetRegionY(integer y)
This action sets the y coordinate where the region begins on the Texture.
Parameters
- integer y
SetResponsive()
This action determines whether this item is collidable.
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:SetCollidable(true)
boolean result = circle:IsCollidable
SetResponsiveness(integer type)
This action returns the mass of the item in kilograms. Physics must be enabled on this item before using this action. If the item is non-responsive or unmovable, the mass is zero.
Parameters
- integer type
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetMass(20)
number mass = item:GetMass()
SetRestitution(number restitution)
This action applies a force to this item at the passed point. The force is in kilogram units per second per second. The point is the screen coordinates where the point will be applied. If the point is not on the center of the item, then a torque will be introduced causing the item to rotate. Physics must be enabled on this item before using this action.
Parameters
- number restitution
Example
use Libraries.Compute.Vector2
use Libraries.Interface.Item2D
Item2D item
Vector2 force
Vector2 point
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
force:Set(300, 350)
point:Set(100, 100) // apply the force to the top right corner of the item
item:ApplyForce(force, point)
SetRightSide(number right)
This action selects a point on the loaded texture that this Drawable will consider to be the right edge of the image to be drawn. 0 represents the left edge of the base texture, and 1 represents the right edge of the base texture.
Parameters
- number right
SetRotation(number degrees)
Sets this Item2D to be rotated to an angle of the given number of degrees. This will also rotate all Items in the children hierarchy of this Item.
Parameters
- number degrees
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetRotation(90)
SetScale(number newX, number newY)
This action sets separate scaling values for the x and y planes on this Item2D. This will cause the vertices of this Item to be calculated based on a scaled percentage of the width and height. The default scaling values are 1.0, or 100% of the Item's width and height.
Parameters
- number newX
- number newY
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScale(1.5, 0.75)
SetScale(number scale)
This action sets the scale of this Item2D, causing the vertices of the item to be calculated based on a scaled percentage of the width and height. The default scaling values are 1.0, or 100% of the Item's width and height.
Parameters
- number scale
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScale(1.25)
SetScaleFromCenter(number scale)
This action sets the scale of this Item2D, causing the vertices of the item to be calculated based on a scaled percentage of the width and height. The default scaling values are 1.0, or 100% of the Item's width and height. This action will increase or decrease the scale of the object from the center, and update the Item's x,y coordinates to reflect the new bottom-left corner of the Item.
Parameters
- number scale
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScaleFromCenter(1.25)
SetScaleFromCenter(number newX, number newY)
This action sets separate scaling values for the x and y planes on this Item2D. This will cause the vertices of this Item to be calculated based on a scaled percentage of the width and height. The default scaling values are 1.0, or 100% of the Item's width and height. This action will increase or decrease the scale of the object from the center, and update the Item's x,y coordinates to reflect the new bottom-left corner of the Item.
Parameters
- number newX
- number newY
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScaleFromCenter(1.5, 0.75)
SetScaleX(number scaleX)
This action sets the scaling value of the x plane on this Item2D. This will cause the vertices of this Item to be calculated based on a scaled percentage of the width. The default scaling values are 1.0, or 100% of the Item's width and height.
Parameters
- number scaleX
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScaleX(1.5)
SetScaleY(number scaleY)
This action sets the scaling value of the y plane on this Item2D. This will cause the vertices of this Item to be calculated based on a scaled percentage of the height. The default scaling values are 1.0, or 100% of the Item's width and height.
Parameters
- number scaleY
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 200)
myItem:SetScaleY(0.75)
SetScreenPositionFromPhysicsPosition()
This item returns the collision shape of this item. The collision shape is the shape the collision system will use to test for collisions with this item. Note that this may be different from the shape drawn on the screen.
Example
use Libraries.Game.Drawable
use Libraries.Game.Collision.Shapes.Circle
Drawable ball
ball:Load("ball.png")
Circle circle
circle:SetRadius(30)
ball:SetShape(circle)
CollisionShape2D shape = ball:GetShape()
SetShaderData(Libraries.Language.Object shaderData)
This action will create a new Texture with a solid circle of the given color with the given radius. This texture is then loaded into the Drawable.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color blue
blue:SetColor(0, 0, 1, 1)
Drawable circle
circle:LoadFilledCircle(75, blue)
circle:SetPosition(50, 50)
Add(circle)
end
end
SetShaderMapping(Libraries.Game.Graphics.Shaders.ShaderMapping shaderMapping)
This action will create a new Texture with a solid triangle of the given color that is made of the points identified by the three given points. The three points are relative to the origin of the Drawable. This texture is then loaded into the Drawable.
Parameters
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color purple
purple:SetColor(0.5, 0, 0.5, 1)
Drawable triangle
triangle:LoadFilledTriangle(0, 0, 200, 200, 400, 0, purple)
triangle:SetPosition(50, 50)
Add(triangle)
end
end
SetShaderProgram(Libraries.Game.Graphics.Shaders.ShaderProgram shaderProgram)
SetShape(Libraries.Game.Collision.Shapes.CollisionShape2D shape)
This action sets the collision shape of this item. The collision shape is the shape the collision system will use to test for collisions with this item. Note that this may be different from the shape drawn on the screen. A copy of the passed shape is used for the collison shape for this item.
Parameters
- Libraries.Game.Collision.Shapes.CollisionShape2D: The collision shape to use for this item
Example
use Libraries.Game.Drawable
use Libraries.Game.Collision.Shapes.Circle
Drawable ball
ball:Load("ball.png")
Circle circle
circle:SetRadius(30)
ball:SetShape(circle)
SetSize(number newWidth, number newHeight)
This action will set the width and height of the Item2D, respectively.
Parameters
- number newWidth
- number newHeight
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetSize(100, 50)
SetSleepTime(number time)
This action enables physics for this item. Passing true turns on physics for this item while passing false turns off physics for this item.
Parameters
- number time
Example
use Libraries.Game.Graphics.Drawable
Drawable circle
circle:LoadFilledCircle(30)
circle:EnablePhysics(true)
SetTexture(Libraries.Game.Graphics.Texture newTexture)
This action sets the texture used by this TextureRegion to the given texture.
Parameters
SetTopSide(number top)
This action selects a point on the loaded texture that this Drawable will consider to be the top edge of the image to be drawn. 0 represents the bottom edge of the base texture, and 1 represents the top edge of the base texture.
Parameters
- number top
SetTorque(number torque)
This action sets the total torque on this item. The units are kilogram units squared per second per second. This action should be used to set the total torque on this item. If we want to apply a torque to this item, we should use the ApplyTorque actions instead. Physics must be enabled on this action before using this action.
Parameters
- number torque
Example
use Libraries.Interface.Item2D
Item2D item
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
item:SetTorque(200)
SetTransform(Libraries.Compute.Vector2 position, number angle)
This action is used internally by the physics system to set the position of this item in the physics world. This action is used internally and users users should not need to use this action.
Parameters
- Libraries.Compute.Vector2: The vector representing the position of the center of the item in physics space
- number angle: The rotation in radians of the item in physics space
SetTransform(Libraries.Game.Collision.PhysicsPosition2D transform)
This action sets the position of the item in physical space. This action is used internally and should not be used by users to set the position of this item on the screen.
Parameters
- Libraries.Game.Collision.PhysicsPosition2D: The position and angle of this item in physics space
SetTransform0(Libraries.Game.Collision.PhysicsPosition2D transform)
This action sets the position of the item in physics space from the previous frame. This action is used internally and users should not need to use this action.
Parameters
- Libraries.Game.Collision.PhysicsPosition2D: The position and angle of the item in physics space in the previuos frame
SetUnmovable()
This action destroys the nodes for this item for the broadphase collision, essentially removing it from the collision detection system. This action is used internally and users should not need to use this action.
SetUpdateTransform(boolean flag)
This item is used to test whether a passed point is on the collision shape of this item.
Parameters
- boolean flag
Example
use Libraries.Interface.Drawable
use Libraries.Compute.Vector2
Drawable circle
circle:LoadFilledCircle(30)
circle:SetPosition(350, 400)
Vector2 point
point:Set(365, 410)
boolean result = circle:TestPoint(point)
SetView2D(Libraries.Interface.Views.View2D content)
The IsClipping action returns true if pixel clipping is enabled, or false if it is disabled. If it is enabled, when the Item and its children are drawn as part of the QueueForDrawing action, any pixels that would be drawn outside of the unrotated dimensions of the Item are not rendered. In other words, the Item will only draw inside the exact rectangle formed by its x, y position and its width and height.
Parameters
SetWidth(number newWidth)
This action will set the width of the Item2D.
Parameters
- number newWidth
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetWidth(50)
SetX(number setX)
This action sets the X coordinate of the Item.
Parameters
- number setX
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetX(35.0)
SetY(number setY)
This action sets the Y coordinate of the Item.
Parameters
- number setY
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetY(210.0)
SetZ(number setZ)
This action sets the Z value of the Item2D. For Item2D, the z value is used during layer sorting to determine ordering, where lower z values will be placed first.
Parameters
- number setZ
Example
use Libraries.Interface.Item2D
Item2D myItem
myItem:SetZ(3)
ShouldCollide(Libraries.Interface.Item2D otherItem)
Show()
This action is used to indicate that an Item and all Items that were added to it should be visible on the screen. Note that the Item class on its own cannot be drawn on the screen, but classes that inherit from it such as Libraries.Game.Graphics.Drawable can be. By default, Items are considered visible.
Example
use Libraries.Interface.Item
Item item
item:Show()
Simulate(boolean flag)
This action sets the linear velocity of this item in units per second. Physics must be enabled on this item before using this action.
Parameters
- boolean flag
Example
use Libraries.Interface.Item2D
use Libraries.Compute.Vector2
Item2D item
Vector2 velocity
item:SetWidth(100)
item:SetHeight(100)
item:EnablePhysics(true)
velocity:Set(100, 0)
item:SetLinearVelocity(velocity)
SynchronizeNodes()
This action is used to syncronize the item's position in physics space with its position in the tree used for broadphase collision. This action is used internally and users should not need to use this action.
SynchronizeTransform()
This action is used to update this items position in physics space after physics solving is finished for this item. This action is used internally and users should not need to use this action.
TestPoint(Libraries.Compute.Vector2 point)
This item is used to test whether a passed point is on the collision shape of this item.
Parameters
- Libraries.Compute.Vector2: The vector representing the point to test
Return
boolean: True if the passed point is on the collisoin shape, false otherwise
Example
use Libraries.Interface.Drawable
use Libraries.Compute.Vector2
Drawable circle
circle:LoadFilledCircle(30)
circle:SetPosition(350, 400)
Vector2 point
point:Set(365, 410)
boolean result = circle:TestPoint(point)
Update(number secondsSinceUpdate)
This action updates the item. It takes a number parameter that should indicate how many seconds have passed since the last time this action was called. This action does nothing in the Item class, but any class that inherits from Item may override it.
Parameters
- number secondsSinceUpdate: The number of seconds that have passed since the last time Update was called.
Example
use Libraries.Interface.Item
use Libraries.System.DateTime
class Main is Item
action Main
// We'll use a DateTime object to count seconds.
DateTime time
number currentTime = time:GetEpochTime()
number newTime = 0
repeat while GetX() < 300
// Check what the time is now.
newTime = time:GetEpochTime()
// Calculate how many seconds have passed, then call Update.
Update( (newTime - currentTime)/1000 )
// Store the old time.
currentTime = newTime
end
end
// Our update action will move our Item to the right at 200 units a second.
action Update(number secondsSinceUpdate)
SetX(GetX() + 200 * secondsSinceUpdate)
end
end
UpdateAll(number secondsSinceUpdate)
This action calls the Update action on this Item and all Items that have been added to this item with the Add action.
Parameters
- number secondsSinceUpdate: The number of seconds that have passed since the last time Update was called.
Example
use Libraries.Interface.Item
Item parentItem
Item child1
Item child2
parentItem:Add(child1)
parentItem:Add(child2)
parentItem:UpdateAll(0)
UpdateTransformAngle()
This action is used internally by the physics system to set the position of this item in the physics world. This action is used internally and users users should not need to use this action.
UpdateTransformX()
This action sets the position of the item in physical space. This action is used internally and should not be used by users to set the position of this item on the screen.
UpdateTransformY()
This action returns the position of the item in physical space. This acction is used internally and should not be used by users to get the position of this item on the screen.
UseDefaultColor()
This action removes the color filter from a Drawable.
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color cyan
cyan:SetColor(0, 1, 1, 1)
Drawable drawable
drawable:LoadFilledCircle(100, cyan)
drawable:SetColor(0, 1, 0, 1)
output "Drawable has custom color filter = " + drawable:UsingCustomColor()
drawable:UseDefaultColor()
output "Drawable now has custom color filter = " + drawable:UsingCustomColor()
end
end
UsingCustomColor()
This action returns whether or not the Drawable has a custom Color filter. This will return false if a different type of filter, such as a Gradient, is in use. To check for a filter regardless of type, use the UsingCustomTint action.
Return
boolean:
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color cyan
cyan:SetColor(0, 1, 1, 1)
Drawable drawable
drawable:LoadFilledCircle(100, cyan)
output "Drawable has custom color filter = " + drawable:UsingCustomColor()
drawable:SetColor(0, 1, 0, 1)
output "Drawable now has custom color filter = " + drawable:UsingCustomColor()
end
end
UsingCustomGradient()
This action returns whether or not the Drawable is using a gradient. This will return false if a different type of filter, such as a Gradient, is in use. To check for a filter regardless of type, use the UsingCustomTint action.
Return
boolean:
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Gradient
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color cyan
cyan:SetColor(0, 1, 1, 1)
Drawable drawable
drawable:LoadFilledCircle(100, cyan)
output "Drawable has custom color gradient? " + drawable:UsingCustomGradient()
Gradient gradient
Color color
gradient:Set(color:Red(), color:Green(), color:Blue(), color:White())
drawable:SetGradient(gradient)
output "Drawable now has custom color gradient? " + drawable:UsingCustomGradient()
end
end
UsingCustomTint()
This action returns whether or not the Drawable is being tinted by a ColorGroup, such as a Color or Gradient.
Return
boolean:
Example
use Libraries.Game.Graphics.Drawable
use Libraries.Game.Graphics.Gradient
use Libraries.Game.Graphics.Color
use Libraries.Game.Game
class Main is Game
action Main
StartGame()
end
action CreateGame
Color cyan
cyan:SetColor(0, 1, 1, 1)
Drawable drawable
drawable:LoadFilledCircle(100, cyan)
// This will return true - the circle is using a cyan tint.
output "Is the Drawable tinted with a color? " + drawable:UsingCustomTint()
Gradient gradient
Color color
gradient:Set(color:Red(), color:Green(), color:Blue(), color:White())
drawable:SetGradient(gradient)
// This will return true because the circle is tinted with a gradient.
output "After using a gradient, is the Drawable tinted? " + drawable:UsingCustomTint()
drawable:UseDefaultColor()
// This should return false. The Drawable is no longer using a tint.
output "After resetting the color, is the Drawable still tinted? " + drawable:UsingCustomTint()
end
end
On this page
Variables TableAction Documentation- Add(integer index, Libraries.Interface.Item2D newItem)
- Add(Libraries.Interface.Item2D newItem)
- AddBehavior(Libraries.Interface.Behaviors.Behavior behavior)
- AddFocusListener(Libraries.Interface.Events.FocusListener listener)
- AddGestureListener(Libraries.Interface.Events.GestureListener listener)
- AddMouseListener(Libraries.Interface.Events.MouseListener listener)
- AddMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)
- AddMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)
- AddTextureLoadListener(Libraries.Interface.Events.TextureLoadListener listener)
- AddTouchListener(Libraries.Interface.Events.TouchListener listener)
- Advance(number time)
- ApplyAngularImpulse(number impulse)
- ApplyForce(Libraries.Compute.Vector2 force, Libraries.Compute.Vector2 point)
- ApplyForceToCenter(Libraries.Compute.Vector2 force)
- ApplyLinearImpulse(Libraries.Compute.Vector2 impulse, Libraries.Compute.Vector2 point)
- ApplyTorque(number torque)
- AreChildrenProcessingMouseEvents()
- BeginCollision(Libraries.Interface.Item item)
- CanRotate(boolean flag)
- CancelBehaviors()
- CollideWithChildren()
- Compare(Libraries.Language.Object object)
- ComputeDistance(Libraries.Compute.Vector2 point, integer childIndex, Libraries.Compute.Vector2 normalOut)
- Contains(number containsX, number containsY)
- CopyTextureRegion(Libraries.Game.Graphics.TextureRegion region, integer x, integer y, integer width, integer height)
- CopyTextureRegion(Libraries.Game.Graphics.TextureRegion region)
- CreateNodes(Libraries.Game.Collision.BroadphaseCollision2D broadphase, Libraries.Game.Collision.PhysicsPosition2D transform)
- DecreaseSize()
- DestroyNodes(Libraries.Game.Collision.BroadphaseCollision2D broadphase)
- Dispose()
- DisposeAll()
- DisposeChildren()
- Draw(Libraries.Game.Graphics.Painter2D painter)
- Empty()
- EmptyAll()
- EmptyChildren()
- EmptyTextureLoadListeners()
- EnablePhysics(boolean flag)
- Equals(Libraries.Language.Object object)
- FastMoving(boolean flag)
- FinishCollision(Libraries.Interface.Item item)
- FlipX()
- FlipY()
- Focus()
- GainedFocus(Libraries.Interface.Events.FocusEvent event)
- GetAccessibilityCode()
- GetAccessibilityRoleDescription()
- GetAccessibilityType()
- GetAccessibleParent()
- GetAngularDamping()
- GetAngularVelocity()
- GetBottomSide()
- GetBoundingBox(integer childIndex)
- GetBoundingRectangle()
- GetCenterX()
- GetCenterY()
- GetChildren()
- GetClipCoordinates(Libraries.Compute.Vector2 xCoords, Libraries.Compute.Vector2 yCoords)
- GetCollisionGroupFlag()
- GetCollisionGroupIndex()
- GetCollisionList()
- GetColor()
- GetColorGroup()
- GetDensity()
- GetDescription()
- GetDrawableShape()
- GetDrawableType()
- GetEditorLayer()
- GetFocusListeners()
- GetForce()
- GetFriction()
- GetGestureListeners()
- GetGlobalX()
- GetGlobalY()
- GetGlobalZ()
- GetGradient()
- GetHashCode()
- GetHeight()
- GetIndicesCount()
- GetInertia()
- GetInputGroup()
- GetInputTable()
- GetInverseInertia()
- GetInverseMass()
- GetItem(integer index)
- GetItemAt(number x, number y)
- GetItemCount()
- GetItems()
- GetItemsAtCursor()
- GetJointList()
- GetLayer()
- GetLeftSide()
- GetLinearDamping()
- GetLinearVelocity()
- GetLinearVelocityFromLocalPoint(Libraries.Compute.Vector2 localPoint)
- GetLinearVelocityFromWorldPoint(Libraries.Compute.Vector2 worldPoint)
- GetLocalCenter()
- GetLocalPoint(Libraries.Compute.Vector2 worldPoint)
- GetLocalVector(Libraries.Compute.Vector2 worldVector)
- GetMass()
- GetMass(Libraries.Game.Physics.Mass2D mass)
- GetMesh()
- GetMeshIndex()
- GetMouseListeners()
- GetMouseMovementListeners()
- GetMouseWheelListeners()
- GetName()
- GetNextFocus()
- GetNodeCount()
- GetNodes()
- GetOffsetX()
- GetOffsetY()
- GetOffsetZ()
- GetOriginX()
- GetOriginY()
- GetParent()
- GetPhysicsProperties()
- GetPreviousFocus()
- GetPropertiesSize()
- GetProperty(text key)
- GetPropertyKeyIterator()
- GetRawInertia()
- GetRegionHeight()
- GetRegionWidth()
- GetRegionX()
- GetRegionY()
- GetResponsiveness()
- GetRestitution()
- GetRightSide()
- GetRotation()
- GetRotationInRadians()
- GetScaleX()
- GetScaleY()
- GetScreenX()
- GetScreenY()
- GetShaderData()
- GetShaderMapping()
- GetShaderProgram()
- GetShape()
- GetShapeType()
- GetSleepTime()
- GetSweep()
- GetTexture()
- GetTextureField()
- GetTopSide()
- GetTorque()
- GetTouchListeners()
- GetTransform()
- GetTransform0()
- GetView2D()
- GetVisibleItemAt(number x, number y)
- GetWidth()
- GetWorldCenter()
- GetWorldPoint(Libraries.Compute.Vector2 localPoint)
- GetWorldVector(Libraries.Compute.Vector2 localVector)
- GetX()
- GetY()
- GetZ()
- HasMoved()
- HasProperties()
- HasProperty(text key)
- Hide()
- IncreaseSize()
- IsAcceptingMouseInput()
- IsAccessibleParent()
- IsClipping()
- IsCollidable()
- IsCustomDrawing()
- IsEmpty()
- IsFastMoving()
- IsFlippedX()
- IsFlippedY()
- IsFocusable()
- IsFocused()
- IsLoaded()
- IsNonResponsive()
- IsOnLayer()
- IsPhysicsEnabled()
- IsResponsive()
- IsRotationAllowed()
- IsShowing()
- IsSimulated()
- IsSimulationRequired()
- IsUnmovable()
- Load(Libraries.Game.Graphics.TextureRegion region, integer sourceX, integer sourceY, integer sourceWidth, integer sourceHeight)
- Load(Libraries.Game.Graphics.TextureRegion region)
- Load(text filePath)
- Load(Libraries.Compute.Matrix matrix)
- Load(Libraries.Game.Graphics.Texture texture, integer sourceWidth, integer sourceHeight)
- Load(Libraries.Game.Graphics.Texture newTexture, integer sourceX, integer sourceY, integer sourceWidth, integer sourceHeight)
- Load(Libraries.System.File file)
- Load(Libraries.Game.Graphics.Texture texture)
- Load(Libraries.Interface.Controls.Scenes.Layers.EditorLayer2D layer)
- LoadCircle(integer radius, Libraries.Game.Graphics.ColorGroup color)
- LoadCircle(integer radius)
- LoadFilledCircle(integer radius)
- LoadFilledCircle(integer radius, Libraries.Game.Graphics.ColorGroup color)
- LoadFilledRectangle(integer width, integer height)
- LoadFilledRectangle(integer width, integer height, Libraries.Game.Graphics.ColorGroup color)
- LoadFilledTriangle(integer x1, integer y1, integer x2, integer y2, integer x3, integer y3)
- LoadFilledTriangle(integer x1, integer y1, integer x2, integer y2, integer x3, integer y3, Libraries.Game.Graphics.ColorGroup color)
- LoadLine(integer x, integer y)
- LoadLine(integer x, integer y, Libraries.Game.Graphics.ColorGroup color)
- LoadRectangle(integer width, integer height)
- LoadRectangle(integer width, integer height, Libraries.Game.Graphics.ColorGroup color)
- LoadShape(Libraries.Containers.Array
points) - LoadShape(Libraries.Containers.Array
points, Libraries.Game.Graphics.ColorGroup color) - LoadShape(Libraries.Containers.Array
points, Libraries.Containers.Array colors) - LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture)
- LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture, integer x, integer y, integer width, integer height)
- LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture, integer width, integer height)
- LoadTextureRegion(Libraries.Game.Graphics.Texture newTexture, number left, number right, number top, number bottom)
- LostFocus(Libraries.Interface.Events.FocusEvent event)
- Move(Libraries.Compute.Vector2 movement)
- Move(number xAmount, number yAmount)
- MoveX(number xAmount)
- MoveY(number yAmount)
- MoveZ(number zAmount)
- OnTextureLoad(Libraries.Interface.Events.TextureLoadEvent event)
- PrepareVertices()
- ProcessGestureEvent(Libraries.Interface.Events.GestureEvent event)
- ProcessMouseEvent(Libraries.Interface.Events.MouseEvent event)
- ProcessTouchEvent(Libraries.Interface.Events.TouchEvent event)
- QueueForDrawing(Libraries.Game.Graphics.Painter2D painter)
- Remove(integer index)
- Remove(Libraries.Interface.Item2D removed)
- RemoveFocusListener(Libraries.Interface.Events.FocusListener listener)
- RemoveGestureListener(Libraries.Interface.Events.GestureListener listener)
- RemoveMouseListener(Libraries.Interface.Events.MouseListener listener)
- RemoveMouseMovementListener(Libraries.Interface.Events.MouseMovementListener listener)
- RemoveMouseWheelListener(Libraries.Interface.Events.MouseWheelListener listener)
- RemoveTextureLoadListener(Libraries.Interface.Events.TextureLoadListener listener)
- RemoveTouchListener(Libraries.Interface.Events.TouchListener listener)
- RequestVerticesUpdate()
- RequireSimulation(boolean flag)
- ResetMass()
- Resize()
- Rotate(number degrees)
- Scale(number amount)
- Scale(number xAmount, number yAmount)
- ScaleFromCenter(number amount)
- ScaleFromCenter(number xAmount, number yAmount)
- SetAcceptsMouseInput(boolean accepts)
- SetAccessibilityCode(integer newAccessibilityCode)
- SetAccessibilityRoleDescription(text newRoleDescription)
- SetAlpha(number alpha)
- SetAngularDamping(number angularDamping)
- SetAngularVelocity(number angularVelocity)
- SetBottomSide(number bottom)
- SetBoundingBox(number newX, number newY, number newWidth, number newHeight)
- SetCenter(number setX, number setY)
- SetCenterX(number setX)
- SetCenterY(number setY)
- SetChildrenProcessingMouseEvents(boolean shouldProcess)
- SetClipCoordinates(Libraries.Game.Graphics.Painter2D painter)
- SetClipping(boolean clip)
- SetCollidable(boolean flag)
- SetCollideWithChildren(boolean flag)
- SetCollisionGroupFlag(boolean flag)
- SetCollisionGroupIndex(integer index)
- SetCollisionList(Libraries.Game.Collision.CollisionEdge2D edge)
- SetColor(Libraries.Game.Graphics.ColorGroup tint)
- SetColor(number red, number green, number blue, number alpha)
- SetCustomDrawing(boolean isCustom)
- SetDensity(number density)
- SetDescription(text newDescription)
- SetDrawableShape(Libraries.Game.Graphics.DrawableShape shape)
- SetDrawableType(integer type)
- SetFlipX(boolean flip)
- SetFlipY(boolean flip)
- SetFocusable(boolean focus)
- SetForce(Libraries.Compute.Vector2 force)
- SetFriction(number friction)
- SetGridUnitSize(number size)
- SetHasMoved(boolean flag)
- SetHeight(number newHeight)
- SetIndicesCount(integer indicesCount)
- SetInputGroup(text group)
- SetItem(integer index, Libraries.Interface.Item2D newItem)
- SetJointList(Libraries.Game.Physics.Joints.JointEdge2D edge)
- SetLayer(Libraries.Game.Layer2D parentLayer)
- SetLeftSide(number left)
- SetLinearDamping(number linearDamping)
- SetLinearVelocity(Libraries.Compute.Vector2 linearVelocity)
- SetLinearVelocityX(number linearVelocityX)
- SetLinearVelocityY(number linearVelocityY)
- SetMass(number mass)
- SetMass(Libraries.Game.Physics.Mass2D mass)
- SetMesh(Libraries.Game.Graphics.Mesh mesh)
- SetMeshIndex(integer meshIndex)
- SetName(text newName)
- SetNextFocus(Libraries.Interface.Item next)
- SetNonResponsive()
- SetOffset(number xAmount, number yAmount)
- SetOffset(number xAmount, number yAmount, number zAmount)
- SetOffsetX(number xAmount)
- SetOffsetY(number yAmount)
- SetOffsetZ(number zAmount)
- SetOrigin(number setX, number setY)
- SetOriginCenter()
- SetParent(Libraries.Interface.Item2D newItem)
- SetPhysicsProperties(Libraries.Game.Physics.PhysicsProperties2D properties)
- SetPosition(number setX, number setY)
- SetPosition(number setX, number setY, number setZ)
- SetPreviousFocus(Libraries.Interface.Item previous)
- SetProperty(text key, Libraries.Data.Formats.JavaScriptObjectNotation value)
- SetRegion(integer x, integer y, integer width, integer height)
- SetRegion(Libraries.Game.Graphics.TextureRegion region)
- SetRegion(number left, number top, number right, number bottom)
- SetRegion(Libraries.Game.Graphics.TextureRegion region, integer x, integer y, integer width, integer height)
- SetRegionHeight(integer height)
- SetRegionWidth(integer width)
- SetRegionX(integer x)
- SetRegionY(integer y)
- SetResponsive()
- SetResponsiveness(integer type)
- SetRestitution(number restitution)
- SetRightSide(number right)
- SetRotation(number degrees)
- SetScale(number newX, number newY)
- SetScale(number scale)
- SetScaleFromCenter(number scale)
- SetScaleFromCenter(number newX, number newY)
- SetScaleX(number scaleX)
- SetScaleY(number scaleY)
- SetScreenPositionFromPhysicsPosition()
- SetShaderData(Libraries.Language.Object shaderData)
- SetShaderMapping(Libraries.Game.Graphics.Shaders.ShaderMapping shaderMapping)
- SetShaderProgram(Libraries.Game.Graphics.Shaders.ShaderProgram shaderProgram)
- SetShape(Libraries.Game.Collision.Shapes.CollisionShape2D shape)
- SetSize(number newWidth, number newHeight)
- SetSleepTime(number time)
- SetTexture(Libraries.Game.Graphics.Texture newTexture)
- SetTopSide(number top)
- SetTorque(number torque)
- SetTransform(Libraries.Compute.Vector2 position, number angle)
- SetTransform(Libraries.Game.Collision.PhysicsPosition2D transform)
- SetTransform0(Libraries.Game.Collision.PhysicsPosition2D transform)
- SetUnmovable()
- SetUpdateTransform(boolean flag)
- SetView2D(Libraries.Interface.Views.View2D content)
- SetWidth(number newWidth)
- SetX(number setX)
- SetY(number setY)
- SetZ(number setZ)
- ShouldCollide(Libraries.Interface.Item2D otherItem)
- Show()
- Simulate(boolean flag)
- SynchronizeNodes()
- SynchronizeTransform()
- TestPoint(Libraries.Compute.Vector2 point)
- Update(number secondsSinceUpdate)
- UpdateAll(number secondsSinceUpdate)
- UpdateTransformAngle()
- UpdateTransformX()
- UpdateTransformY()
- UseDefaultColor()
- UsingCustomColor()
- UsingCustomGradient()
- UsingCustomTint()