Entity
Entities are a simple way to handle objects in the game world. You write your own classes that inherit from this class, and then you may pass the child classes to add_entity. This class on its own does nothing.
- x
- y
- prev_x
- prev_y
- int_x
- int_y
- set_pos()
- hitbox
- sprite
- update_enabled
- colliding()
- create()
- update()
- draw()
- destroy()
x
x=
x
Variable Type: Num
- X coordinate in the game world.
y
y=
y
Variable Type: Num
- Y coordinate in the game world.
prev_x
prev_x=(new_x)
prev_x
Variable Type: Num
- The previous x value. This is mostly for internal use.
prev_y
prev_y=(new_y)
prev_y
Variable Type: Num
- The previous y value. This is mostly for internal use.
int_x
Read Only: int_x
Variable Type: Num
Returns the entity’s x value interpolated between it current and previous x value by Engine.timstep_percent
.
int_y
Read Only: int_y
Variable Type: Num
Returns the entity’s y value interpolated between it current and previous y value by Engine.timstep_percent
.
update_enabled
Write Only: update_enabled=(enabled)
Variable Type: Bool
- Whether or not to allow the level to update this entity.
Controls whether or not this entity’s update(level)
method will be called by the level each frame.
set_pos
set_pos(x, y)
Parameters
x -> Num
New x position of the entity.y -> Num
New y position of the entity.
Sets the position of an entity without allowing for inter-frame interpolation.
hitbox
hitbox=
hitbox
Variable Type: Hitbox
- Sets the hitbox.
sprite
sprite=
sprite
Variable Type: Sprite
- Sets the sprite.
colliding
colliding(object)
colliding(object, x, y)
Parameters
object -> Entity or Tileset
Entity or Tileset to check for a collision against.x -> Num
If specified, x position to use in place of the entity’s actual x position.y -> Num
If specified, y position to use in place of the entity’s actual y position.
Returns true if there is a collision between this entity and another entity or specified tileset.
create
create(level, tiled_data)
Parameters
level -> Level
Level that this instance was created for.tiled_data -> Map or null
Map containing data from Tiled if this entity was loaded from a Tiled map,null
otherwise.
Called by the level when the entity is added to the level.
tiled_data
is a map with the following keys:
x -> Num
X position in the editor - automatically set.y -> Num
Y position in the editor - automatically set.class -> String
Name of this entity.width -> Num
Width of the entity in the editor.height -> Num
Height of the entity in the editor.gid -> Num
GID of the entity in the editor.point -> Bool
Whether or not it is a single point in the editor.rotation -> Num
Rotation of the entity in the editor.id -> Num
ID in the editor.visible -> Bool
Whether or not its visible in the editor.properties -> Map
Map of all user defined properties in the editor.
If tiled_data
is not null and a width and height were specified, load() will automatically create a hitbox of those dimensions before this method is called.
update
update(level)
Parameters
level -> Level
Level that this instance was created for.
Called by the level each frame.
draw
draw(level)
Parameters
level -> Level
Level that this instance was created for.
Called by the level each frame, if this isn’t overloaded and sprite
is non-null this will render this entity’s sprite.
destroy
destroy(level)
Parameters
level -> Level
Level that this instance was created for.
Called by the level at the end of the level or when the entity is destroyed.