creates and tracks collections of sprites More...
Public Member Functions | |
addSprite (Sprite newSprite) | |
add an existing sprite to the layer More... | |
Sprite | createSprite () |
create a sprite that belongs to this layer More... | |
Sprite | createSpriteFromSCML (string inSCML, string inEntityName=null) |
create a single sprite from SCML data More... | |
Sprite | createSpriteFromSCMLEntity (string inEntityName) |
create a sprite from SCML data that was previously loaded More... | |
Sprite | createSpriteFromSCMLFile (string inFileName, string inEntityName=null) |
create a sprite from an SCML data file More... | |
deserialize (Deserializer deserializer) | |
deserialize a sprite layer More... | |
disableCollisions () | |
stop checking for collisions between objects in this layer More... | |
disableCollisionsWithLayer (SpriteLayer otherLayer) | |
remove layer from list of layers that do collisions between layers More... | |
enableCollisions () | |
allow collision checking for sprites in this layer More... | |
enableCollisionsWithLayer (SpriteLayer otherLayer) | |
start collision checking with sprites in another layer More... | |
fadeIn (int msDuration, int easing=linearTween) | |
fade entire layer to full opacity over time More... | |
fadeOut (int msDuration, int easing=linearTween) | |
fade out the entire layer to full transparency over time More... | |
Sprite | findSprite (int id) |
find a sprite in this layer by user assigned id More... | |
number | getMyClassTag () |
returns class tag for SpriteLayer, used for serialization More... | |
Sprite | getNthSprite (int index) |
get a sprite by z-order More... | |
Point | getOrigin () |
get the point in the layer that is drawn at 0,0 in the port More... | |
uint | getSerializedSize (Serializer serializer) |
get the bytes needed to serialize the layer More... | |
CpSpace | getSpace () |
get the Chipmunk Physics CpSpace for the layer More... | |
Port | getSpritePort () |
get the Port the layer renders into More... | |
int | getSpriteZOrder (Sprite sprite) |
get the z-order of a sprite in this layer More... | |
number | getZoom () |
get the current zoom factor More... | |
int | getZOrder () |
get the z-order of this layer compared to all others More... | |
boolean | hasSprite (Sprite sprite) |
see if a particular sprite belongs to this layer More... | |
hide () | |
stop rendering this layer. More... | |
boolean | isHidden () |
true if layer is hidden, false if it is visible More... | |
boolean | isSpriteBehind (Sprite sprite, Sprite otherSprite) |
returns true if sprite will be drawn before otherSprite More... | |
Offset | layerToPortOffset (Offset o) |
adjust the offset to account for layer transformations More... | |
Point | layerToPortPoint (Point p) |
translate the point to account for layer transformations More... | |
Quad | layerToPortQuad (Quad q) |
translate the Quad to account for layer transformations More... | |
RotatedRect | layerToPortRect (Rect r) |
translate the rectangle (or RotatedRect) to account for layer transformations More... | |
Vector | layerToPortVector (Vector v) |
translate the point to account for layer transformations More... | |
moveBehind (SpriteLayer layer) | |
change the z-order of this layer to draw it before the given layer More... | |
moveInFrontOf (SpriteLayer layer) | |
change the z-order of this layer to draw it after the given layer More... | |
moveToBack () | |
move this layer behind all other layers More... | |
moveToFront () | |
move this layer in front of all other layers More... | |
moveWith (SpriteLayer layer, number moveRatio=1.0, number zoomRatio=1.0) | |
link this layer to follow another layer's movements More... | |
IEventHandler | on (int eventCode, function func) |
set event handler for all different sprite and spritelayer events More... | |
IEventHandler | onAnimationComplete (function func) |
set event handler for layer animation complete events More... | |
IEventHandler | onAnimationEnd (function func) |
set event handler for sprite animation end events More... | |
IEventHandler | onAnimationLoop (function func) |
set event handler for sprite animation loop events More... | |
IEventHandler | onAnimationStart (function func) |
set event handler for layer animation complete events More... | |
IEventHandler | onCollideSprite (function func) |
set event handler for sprite-to-sprite collision events More... | |
IEventHandler | onCollideWall (function func) |
set event handler for sprite-wall collision events More... | |
IEventHandler | onDrawPortComplete (function func) |
set event handler for rendering complete events More... | |
IEventHandler | onErasePort (function func) |
set event handler for rendering starting events More... | |
IEventHandler | onExitLayer (function func) |
set event handler for sprite out of bounds event More... | |
IEventHandler | onFadeComplete (function func) |
set event handler for sprite fade event More... | |
IEventHandler | onFadeInComplete (function func) |
set event handler for sprite fade in event More... | |
IEventHandler | onFadeOutComplete (function func) |
set event handler for sprite fade out event More... | |
IEventHandler | onLayerFadeInComplete (function func) |
set event handler for layer fade in event More... | |
IEventHandler | onLayerFadeOutComplete (function func) |
set event handler for layer fade out event More... | |
IEventHandler | onMouseClick (function func) |
set event handler for tap or mouse click in a sprite More... | |
IEventHandler | onMouseDown (function func) |
set event handler for finger down or mouse down in a sprite More... | |
IEventHandler | onMouseEnter (function func) |
set event handler for mouse pointer over a sprite More... | |
IEventHandler | onMouseLeave (function func) |
set event handler for mouse pointer leaving a sprite it was over More... | |
IEventHandler | onMouseUp (function func) |
set event handler for finger up or mouse up in a sprite More... | |
IEventHandler | onOffscreen (function func) |
set event handler for sprite offscreen event More... | |
IEventHandler | onOnscreen (function func) |
set event handler for sprite onscreen event More... | |
IEventHandler | onPostAnimateLayer (function func) |
set event handler for layer animation finished events More... | |
IEventHandler | onPostDrawLayer (function func) |
set event handler for layer rendering complete events More... | |
IEventHandler | onPreAnimateLayer (function func) |
set event handler for layer animation start events More... | |
IEventHandler | onPreDrawLayer (function func) |
set event handler for layer rendering start events More... | |
IEventHandler | onZoomComplete (function func) |
set event handler for this layer finishing zoom animation More... | |
Offset | portToLayerOffset (Offset o) |
adjust the offset to account for layer transformations More... | |
Point | portToLayerPoint (Point p) |
adjust the point to account for layer transformations More... | |
Quad | portToLayerQuad (Quad q) |
adjust the quad to account for layer transformations More... | |
RotatedRect | portToLayerRect (Rect r) |
adjust the rectangle to account for layer transformations More... | |
Vector | portToLayerVector (Vector v) |
adjust the vector to account for layer transformations More... | |
removeAllSprites () | |
remove all sprites in the layer More... | |
removeSprite (Sprite oldSprite) | |
remove a particular sprite from the layer More... | |
serialize (Serializer serializer) | |
serialize the sprite layer and all the sprites in it More... | |
setAutoCenter (boolean autoCenter=true) | |
keep the center of the layer at the center of the port More... | |
setDamping (number damping) | |
set the overall resistance to motion over time (Chipmunk Physics Only) More... | |
setFixedMoveAxis (boolean fixedAxis=true) | |
make movement of the layer relative to the port axis More... | |
setGravity (number gravity, boolean keepItDownward=true) | |
set the force of gravity pulling everything downward (Chipmunk Physics Only) More... | |
setKeepGravityDownward (boolean keepItDownward=true) | |
keep gravity relative to the port when the layer is rotated (Chipmunk Physics Only) More... | |
setOrigin (Point origin) | |
set the point in the layer that is drawn at 0,0 in the port More... | |
SpriteLayer | setSerializationFlags (uint flags) |
set the mode for sprite layer serialization More... | |
setSpritePort (Port port) | |
set the port this layer is rendered into More... | |
setStaticLayer (boolean isStatic=true) | |
make objects in this layer not subject to physics forces (Chipmunk Physics Only) More... | |
setUseChipmunkPhysics (boolean useIt=true) | |
enable or disable use of Chipmunk Physics for a particular layer More... | |
setZoom (number zoomLevel) | |
immediately set the zoom level for this layer More... | |
show () | |
start rendering this layer if it was previously hidden More... | |
startAnimations () | |
restart doing animation calculations for this layer if they were stopped More... | |
stopAnimations () | |
stop doing animation calculations for this layer More... | |
zoom (number deltaZoomLevel, int msDuration, int easing=easeInOutQuad, Rect keepInRect=Rect(0, 0), Point centerOn=Point(0, 0)) | |
animated zoom by a particular factor over time More... | |
zoomTo (number zoomLevel, int msDuration, int easing=easeInOutQuad, Rect keepInRect=Rect(0, 0), Point centerOn=Point(0, 0)) | |
animated zoom to a particular zoom level over time More... | |
Public Member Functions inherited from Animated | |
accelerate (number deltaSpeed, int msDuration=duration_Instantaneous, int easing=linearTween) | |
change the object's speed over time More... | |
accelerateTo (number speed, int msDuration=duration_Instantaneous, int easing=linearTween) | |
change the object's speed to a particular value over time More... | |
addAnimationHelper (IAnimationHelper helper) | |
setup a helper to handle custom animation More... | |
boolean | animate (int msElapsed) |
animate based on the passage of time More... | |
applyForce (Vector force, int msDuration=duration_Instantaneous) | |
apply a force to the object over time More... | |
applyTorque (number forceSpin, int msDuration=duration_Instantaneous) | |
apply torque to the object over time More... | |
changeCenter (Offset offset, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
shift the center point of the object over time More... | |
changeCenterTo (Offset offset, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
shift the center point of the object to a particular offset from true center over time More... | |
clearAnimationHelpers () | |
remove all previously added animation helpers More... | |
Rect | getBoundingBox () |
get the rectangle that completely encloses the object More... | |
Offset | getCenterOffset () |
get the current offset of the center relative to the true center point More... | |
number | getHeight () |
get height of the object More... | |
Point | getLocation () |
get the position of the object More... | |
number | getMass () |
get the mass of the object More... | |
number | getMoveFriction () |
get the amount of friction for movement More... | |
number | getMovementDirectionInRadians () |
get the direction the object is moving More... | |
RotatedRect | getRotatedBounds () |
get the bounds with rotation More... | |
number | getRotation () |
get how much the object is rotated More... | |
number | getSizeFriction () |
get the friction applied to size changes (growing or shrinking) More... | |
number | getSpeed () |
get how fast the object is moving in pixels/sec More... | |
number | getSpin () |
get how fast the object is spinning in radians per second More... | |
number | getSpinFriction () |
get the friction applied toward spinning More... | |
Vector | getVelocity () |
get the vector that expresses magnitude and direction of the object's movement in pixels/sec More... | |
number | getWidth () |
get the width of the object More... | |
grow (number factor, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
change size of the object by a factor over time More... | |
move (Offset delta, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
move the object by a certain amount over time More... | |
moveTo (Point where, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
move the object to a particular location over time More... | |
removeAnimationHelper (IAnimationHelper helper) | |
remove a specific animation helper More... | |
resize (number deltaWidth, number deltaHeight, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
change the size of an object by a given amount over time More... | |
resizeTo (number width, number height, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
resize the object to a specific size over time More... | |
rotate (number radians, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
rotate the object by a specific amount over time More... | |
rotateTo (number radiansRotation, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
rotate the object to face a particular direction over time More... | |
Animated | setCenterOffset (Offset inCenterOffset) |
set the offset of the center point relative to the true center More... | |
Animated | setFriction (number frictionCoefficient) |
set friction for movement, rotation and resizing all at once More... | |
Animated | setHeight (number inHeight) |
set the object's height More... | |
Animated | setLocation (Point inLocation) |
place the object at a particular location More... | |
Animated | setMass (number inMass) |
set the object's mass, used when forces are applied More... | |
Animated | setMoveFriction (number inMoveFriction) |
set the object's friction for movement More... | |
Animated | setRotation (number inRotation) |
set the direction the object is facing in radians More... | |
Animated | setSize (number width, number height) |
set the size of the object More... | |
Animated | setSizeFriction (number inSizeFriction) |
set the friction applied for object resizing More... | |
Animated | setSpeed (number inSpeed) |
set the speed the object is moving in its current direction of motion More... | |
Animated | setSpin (number inSpin) |
set the rate at which the object is spinning, in radians/sec More... | |
Animated | setSpinFriction (number inSpinFriction) |
set the friction the object faces for spinning More... | |
Animated | setVelocity (Vector deltaPerSec) |
set the speed and direction the object is moving More... | |
Animated | setVelocity (number deltaXPerSec, number deltaYPerSec) |
set the speed and direction the object is moving More... | |
Animated | setVelocityInRadians (number speed, number direction) |
set the speed and direction the object is moving More... | |
Animated | setWidth (number inWidth) |
set the width of the object More... | |
startGrowing (number amountPerSecond) | |
set the growth rate of the object in pixels/sec More... | |
startStretching (number widthPerSecond, number heightPerSecond) | |
set the growth rate of the object in pixels/sec, with varied rates for width and height More... | |
stopAllForces () | |
remove all forces that were acting on the object (except friction) More... | |
stopGrowing () | |
stop any size change More... | |
stopMoving () | |
stop any movement the object was doing (except spinning) More... | |
stopSpinning () | |
stop any spinning the object was doing More... | |
stopStretching () | |
stop any stretching the object was doing More... | |
stretch (number widthFactor, number heightFactor, int msDuration=duration_Instantaneous, int easing=easeInOutQuad) | |
change the dimensions of the object over time More... | |
Animated | wait (int msDuration) |
wait before beginning the next animation call that operates over time More... | |
Public Member Functions inherited from EventEmitter | |
addHandler (IEventHandler inHandler, int inEventType=all_events) | |
add a new handler for some event type, or for all events if no type specified. More... | |
blockEvent (int inEventType) | |
temporarily ignore all events of a particular type. More... | |
clear () | |
remove all handlers More... | |
removeHandler (IEventHandler inHandler, int inEventType=all_events) | |
remove a handler for some event type, or for all events (see note) if no type specified. More... | |
unblockEvent (int inEventType) | |
stop ignoring events of a particular type More... | |
Related Functions | |
(Note that these are not member functions.) | |
cleanupSpriteLayer | |
free all the memory used by a SpriteLayer More... | |
createSpriteLayer | |
create a new SpriteLayer attached to a particular port More... | |
createSpriteLayerFromSCMLFile | |
create a new SpriteLayer from an Spriter SCML file More... | |
Related Functions inherited from ISerializable | |
registerSerializableClass | |
register a particular class as implementing ISerializable interface More... | |
creates and tracks collections of sprites
Things that happen to a sprite that might require intervention, such as collisions, completed animations, going offscreen, etc... will generate events. Events generated by sprites first go to any handlers attached directly to the Sprite, then propagate up to the SpriteLayer and then the EventManager until they are handled.
Things that happen to a sprite layer go to the layer's handlers first, then propagate to the EventManager's handlers if they weren't handled by the layer.
addSprite | ( | Sprite | newSprite | ) |
add an existing sprite to the layer
createSprite | ( | ) |
create a sprite that belongs to this layer
createSpriteFromSCML | ( | string | inSCML, |
string | inEntityName = null |
||
) |
create a single sprite from SCML data
createSpriteFromSCMLEntity | ( | string | inEntityName | ) |
create a sprite from SCML data that was previously loaded
createSpriteLayerFromSCMLFile() and createSpriteFromSCMLFile() both cache their file data for this purpose
createSpriteFromSCMLFile | ( | string | inFileName, |
string | inEntityName = null |
||
) |
create a sprite from an SCML data file
deserialize | ( | Deserializer | deserializer | ) |
deserialize a sprite layer
disableCollisions | ( | ) |
stop checking for collisions between objects in this layer
disableCollisionsWithLayer | ( | SpriteLayer | otherLayer | ) |
remove layer from list of layers that do collisions between layers
enableCollisions | ( | ) |
allow collision checking for sprites in this layer
enableCollisionsWithLayer | ( | SpriteLayer | otherLayer | ) |
start collision checking with sprites in another layer
fadeIn | ( | int | msDuration, |
int | easing = linearTween |
||
) |
fade entire layer to full opacity over time
Generates an eventType_SpriteLayer action_LayerFadeInComplete event when done.
fadeOut | ( | int | msDuration, |
int | easing = linearTween |
||
) |
fade out the entire layer to full transparency over time
Generates an eventType_SpriteLayer action_LayerFadeOutComplete event when done.
findSprite | ( | int | id | ) |
find a sprite in this layer by user assigned id
getMyClassTag | ( | ) |
returns class tag for SpriteLayer, used for serialization
getNthSprite | ( | int | index | ) |
get a sprite by z-order
index 0 is furthest back
getOrigin | ( | ) |
get the point in the layer that is drawn at 0,0 in the port
getSerializedSize | ( | Serializer | serializer | ) |
get the bytes needed to serialize the layer
Takes into account the serialization mode for this layer
getSpace | ( | ) |
getSpritePort | ( | ) |
get the Port the layer renders into
getSpriteZOrder | ( | Sprite | sprite | ) |
getZoom | ( | ) |
get the current zoom factor
getZOrder | ( | ) |
get the z-order of this layer compared to all others
0 means furthest back (drawn first)
hasSprite | ( | Sprite | sprite | ) |
see if a particular sprite belongs to this layer
hide | ( | ) |
stop rendering this layer.
Layer continues doing animation calculations and generating events from animation.
isHidden | ( | ) |
true if layer is hidden, false if it is visible
returns true if sprite will be drawn before otherSprite
layerToPortOffset | ( | Offset | o | ) |
adjust the offset to account for layer transformations
Since an offset is relative rather than fixed in coordinate space, this means only rotating it around 0,0 to match the layer rotation, and changing the offset length by the layer zoom. The layer origin is not factored in.
o | Offset in layer coordinates |
layerToPortPoint | ( | Point | p | ) |
layerToPortQuad | ( | Quad | q | ) |
layerToPortRect | ( | Rect | r | ) |
translate the rectangle (or RotatedRect) to account for layer transformations
Adjusts for layer rotation, zoom and scrolling (origin) to get drawing coordinates.
r | Rect or RotatedRect in layer coordinates |
layerToPortVector | ( | Vector | v | ) |
moveBehind | ( | SpriteLayer | layer | ) |
change the z-order of this layer to draw it before the given layer
moveInFrontOf | ( | SpriteLayer | layer | ) |
change the z-order of this layer to draw it after the given layer
moveToBack | ( | ) |
move this layer behind all other layers
moveToFront | ( | ) |
move this layer in front of all other layers
moveWith | ( | SpriteLayer | layer, |
number | moveRatio = 1.0 , |
||
number | zoomRatio = 1.0 |
||
) |
link this layer to follow another layer's movements
Whenever the given layer is moved, rotated or zoomed, this layer will be transformed in the same way. There is the option for a relative movement and zoom factor, to primarily useful to simulate a crude depth effect. Rotation is always 1:1.
on | ( | int | eventCode, |
function | func | ||
) |
set event handler for all different sprite and spritelayer events
onAnimationComplete | ( | function | func | ) |
set event handler for layer animation complete events
This happens when all sprite layers are done calculating animation changes
onAnimationEnd | ( | function | func | ) |
set event handler for sprite animation end events
These happen when a sprite finishes a particular frame animation sequence
onAnimationLoop | ( | function | func | ) |
set event handler for sprite animation loop events
These happen when a sprite finishes a particular frame animation sequence and is restarting it because it is set to loop
onAnimationStart | ( | function | func | ) |
set event handler for layer animation complete events
This happens just before the sprite system starts calculating animation changes for the layers
onCollideSprite | ( | function | func | ) |
set event handler for sprite-to-sprite collision events
These happen when a sprite collides with another sprite. Collisions must be enabled for the sprite and the layer.
onCollideWall | ( | function | func | ) |
set event handler for sprite-wall collision events
These happen when a sprite collides with the boundaries of the layer, but only if setWantsCollideWallEvents(true) is called for that sprite.
onDrawPortComplete | ( | function | func | ) |
set event handler for rendering complete events
This happens each frame when all layers have finished rendering that frame
onErasePort | ( | function | func | ) |
set event handler for rendering starting events
This happens each frame before any layers start rendering for that frame
onExitLayer | ( | function | func | ) |
set event handler for sprite out of bounds event
These happen when a sprite moves completely outside the boundaries of the layer, but only if setWantsCollideWallEvents(true) is called for that sprite.
onFadeComplete | ( | function | func | ) |
set event handler for sprite fade event
These happen when a sprite completes a fade over time done by fadeTo()
onFadeInComplete | ( | function | func | ) |
set event handler for sprite fade in event
These happen when a sprite completes a fade in over time done by Sprite.fadeIn()
onFadeOutComplete | ( | function | func | ) |
set event handler for sprite fade out event
These happen when a sprite completes a fade out over time done by Sprite.fadeOut()
onLayerFadeInComplete | ( | function | func | ) |
set event handler for layer fade in event
These happen when this layer completes a fade in over time done by fadeIn()
onLayerFadeOutComplete | ( | function | func | ) |
set event handler for layer fade out event
These happen when this layer completes a fade out over time done by fadeOut()
onMouseClick | ( | function | func | ) |
set event handler for tap or mouse click in a sprite
Only works for Sprites that have setWantsClickEvents(true).
onMouseDown | ( | function | func | ) |
set event handler for finger down or mouse down in a sprite
Only works for Sprites that have setWantsClickEvents(true).
onMouseEnter | ( | function | func | ) |
set event handler for mouse pointer over a sprite
Only works for Sprites that have setWantsMouseOverEvents(true).
onMouseLeave | ( | function | func | ) |
set event handler for mouse pointer leaving a sprite it was over
Only works for Sprites that have setWantsMouseOverEvents(true).
onMouseUp | ( | function | func | ) |
set event handler for finger up or mouse up in a sprite
Only works for Sprites that have setWantsClickEvents(true).
onOffscreen | ( | function | func | ) |
set event handler for sprite offscreen event
These happen when a sprite moves completely outside the visible area of the port the layer is being rendered in, but only if setWantsOffscreenEvents(true) is called for that sprite.
onOnscreen | ( | function | func | ) |
set event handler for sprite onscreen event
These happen when a sprite moves into the visible area of the port the layer is being rendered into, but only if Sprite.setWantsOffscreenEvents(true) is called for that sprite.
onPostAnimateLayer | ( | function | func | ) |
set event handler for layer animation finished events
This happens each frame when this particular layer is has finished calculating the changes for the animation step.
onPostDrawLayer | ( | function | func | ) |
set event handler for layer rendering complete events
This happens each frame when a this particular layer has finished rendering that frame
onPreAnimateLayer | ( | function | func | ) |
set event handler for layer animation start events
This happens each frame when this particular layer is about to start calculating the changes for the animation step.
onPreDrawLayer | ( | function | func | ) |
set event handler for layer rendering start events
This happens each frame before this particular layer starts rendering that frame
onZoomComplete | ( | function | func | ) |
set event handler for this layer finishing zoom animation
portToLayerOffset | ( | Offset | o | ) |
adjust the offset to account for layer transformations
Since an offset is relative rather than fixed in coordinate space, this means only rotating it around 0,0 to match the layer rotation, and changing the offset length by the layer zoom. The layer origin is not factored in.
o | Offset in port coordinates |
portToLayerPoint | ( | Point | p | ) |
portToLayerQuad | ( | Quad | q | ) |
portToLayerRect | ( | Rect | r | ) |
portToLayerVector | ( | Vector | v | ) |
adjust the vector to account for layer transformations
Since a vector is relative rather than fixed in coordinate space, this means only rotating it around 0,0 to match the layer rotation, and changing the vector length by the layer zoom. The layer origin is not factored in.
v | Vector in port coordinates |
removeAllSprites | ( | ) |
remove all sprites in the layer
removeSprite | ( | Sprite | oldSprite | ) |
remove a particular sprite from the layer
serialize | ( | Serializer | serializer | ) |
serialize the sprite layer and all the sprites in it
setAutoCenter | ( | boolean | autoCenter = true | ) |
keep the center of the layer at the center of the port
When autoCenter is on, it makes rotations always be around the visible center of the layer, rather than around its mathematical center based on the bounds.
setDamping | ( | number | damping | ) |
set the overall resistance to motion over time (Chipmunk Physics Only)
setFixedMoveAxis | ( | boolean | fixedAxis = true | ) |
make movement of the layer relative to the port axis
If setFixedMoveAxis is true, move(10, 0) will move the layer 10 pixels to the right in port coordinates. This gives move natural control over movement when the user can spin and move the layer.
setGravity | ( | number | gravity, |
boolean | keepItDownward = true |
||
) |
set the force of gravity pulling everything downward (Chipmunk Physics Only)
If keepItDownward is true (the default), then direction of gravity will be automatically be adjusted to point downward relative to the port if the layer is rotated.
setKeepGravityDownward | ( | boolean | keepItDownward = true | ) |
keep gravity relative to the port when the layer is rotated (Chipmunk Physics Only)
setOrigin | ( | Point | origin | ) |
set the point in the layer that is drawn at 0,0 in the port
setSerializationFlags | ( | uint | flags | ) |
set the mode for sprite layer serialization
setSpritePort | ( | Port | port | ) |
set the port this layer is rendered into
setStaticLayer | ( | boolean | isStatic = true | ) |
make objects in this layer not subject to physics forces (Chipmunk Physics Only)
Other objects can still collide with static object, but they are treated as having infinite mass.
setUseChipmunkPhysics | ( | boolean | useIt = true | ) |
enable or disable use of Chipmunk Physics for a particular layer
Layers that don't use Chipmunk Physics can still use the cruder physics system offered by the Animated class.
setZoom | ( | number | zoomLevel | ) |
immediately set the zoom level for this layer
show | ( | ) |
start rendering this layer if it was previously hidden
startAnimations | ( | ) |
restart doing animation calculations for this layer if they were stopped
stopAnimations | ( | ) |
stop doing animation calculations for this layer
zoom | ( | number | deltaZoomLevel, |
int | msDuration, | ||
int | easing = easeInOutQuad , |
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Rect | keepInRect = Rect(0,0) , |
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Point | centerOn = Point(0,0) |
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) |
animated zoom by a particular factor over time
Generates SpriteLayerEvent with action_ZoomComplete when done
zoomTo | ( | number | zoomLevel, |
int | msDuration, | ||
int | easing = easeInOutQuad , |
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Rect | keepInRect = Rect(0,0) , |
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Point | centerOn = Point(0,0) |
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) |
animated zoom to a particular zoom level over time
Generates SpriteLayerEvent with action_ZoomComplete when done
|
related |
free all the memory used by a SpriteLayer
|
related |
create a new SpriteLayer attached to a particular port
port | if passed, associate with a specific port, otherwise, associate with the main port |
|
related |
create a new SpriteLayer from an Spriter SCML file
layerSCMLFilename | the path and name of the SCML file |
addSprites | if true, all entities found in the SCML file will be added as sprites to the layer. If false, the SCML file will be loaded and all it's data will be cached for layer use by SpriteLayer.createSpriteFromSCMLEntity() |
port | if passed, associate with a specific port, otherwise, associate with the main port |