Class me.ObjectEntity
Extends
me.AnimationSheet.
Defined in: <build/melonJS-0.9.3.js>.
| Constructor Attributes | Constructor Name and Description |
|---|---|
|
me.ObjectEntity(x, y, settings)
a Generic Object Entity
Object Properties (settings) are to be defined in Tiled, or when calling the parent constructor |
| Field Attributes | Field Name and Description |
|---|---|
|
entity current acceleration
|
|
|
dead/living state of the entity
default value : true |
|
|
Define if an entity can go through breakable tiles
default value : false |
|
|
falling state of the object
true if the object is falling false if the object is standing on something (!) READ ONLY property |
|
|
entity current friction
|
|
|
Default gravity value of the entity
default value : 0.98 (earth gravity) to be set to 0 for RPG, shooter, etc. |
|
|
Entity "Game Unique Identifier"
|
|
|
jumping state of the object
equal true if the entity is jumping (!) READ ONLY property |
|
|
max velocity (to limit entity velocity)
|
|
|
equal true if the entity is on a ladder
(!) READ ONLY property |
|
|
equal true if the entity is standing on a slope
(!) READ ONLY property |
|
|
a callback when an entity break a tile
|
|
|
entity current velocity
|
- Fields borrowed from class me.AnimationSheet:
- animationspeed
- Fields borrowed from class me.SpriteObject:
- autodestroy, visible
- Fields borrowed from class me.Rect:
- bottom, height, left, pos, right, top, width
| Method Attributes | Method Name and Description |
|---|---|
|
distanceTo(entity)
return the distance to the specified entity
|
|
|
doClimb(up)
helper function for platform games:
make the entity move up and down only valid is the player is on a ladder |
|
|
doJump()
helper function for platform games:
make the entity jump |
|
|
doWalk(left)
helper function for platform games:
make the entity move left of right |
|
|
helper function for platform games:
force to the entity to jump (for double jump) |
|
|
onCollision(res, obj)
onCollision Event function
called by the game manager when the object collide with shtg by default, if the object type is Collectable, the destroy function is called |
|
|
setFriction(x, y)
set the entity default friction
|
|
|
setMaxVelocity(x, y)
cap the entity velocity to the specified value
(!) this will only cap the y velocity for now(!) |
|
|
setVelocity(x, y)
set the entity default velocity
note : velocity is by default limited to the same value, see setMaxVelocity if needed |
|
|
updateColRect(x, w, y, h)
specify the size of the hit box for collision detection
(allow to have a specific size for each object) e.g. |
|
|
handle the player movement, "trying" to update his position
|
- Methods borrowed from class me.AnimationSheet:
- addAnimation, isCurrentAnimation, setAnimationFrame, setCurrentAnimation, update
- Methods borrowed from class me.SpriteObject:
- draw, flicker, flipX, flipY, isFlickering, onDestroyEvent, resize, setTransparency
- Methods borrowed from class me.Rect:
- contains, containsPoint, getRect, overlaps, set, union, within
Class Detail
me.ObjectEntity(x, y, settings)
a Generic Object Entity
Object Properties (settings) are to be defined in Tiled,
or when calling the parent constructor
Object Properties (settings) are to be defined in Tiled,
or when calling the parent constructor
- Parameters:
- {int} x
- the x coordinates of the sprite object
- {int} y
- the y coordinates of the sprite object
- {me.ObjectSettings} settings
- Object Properties as defined in Tiled

Field Detail
{me.Vector2d}
accel
entity current acceleration
{Boolean}
alive
dead/living state of the entity
default value : true
default value : true
{Boolean}
canBreakTile
Define if an entity can go through breakable tiles
default value : false
default value : false
{Boolean}
falling
falling state of the object
true if the object is falling
false if the object is standing on something
(!) READ ONLY property
true if the object is falling
false if the object is standing on something
(!) READ ONLY property
{me.Vector2d}
friction
entity current friction
{Number}
gravity
Default gravity value of the entity
default value : 0.98 (earth gravity)
to be set to 0 for RPG, shooter, etc...
default value : 0.98 (earth gravity)
to be set to 0 for RPG, shooter, etc...
{String}
GUID
Entity "Game Unique Identifier"
{Boolean}
jumping
jumping state of the object
equal true if the entity is jumping
(!) READ ONLY property
equal true if the entity is jumping
(!) READ ONLY property
{me.Vector2d}
maxVel
max velocity (to limit entity velocity)
{Boolean}
onladder
equal true if the entity is on a ladder
(!) READ ONLY property
(!) READ ONLY property
{Boolean}
onslope
equal true if the entity is standing on a slope
(!) READ ONLY property
(!) READ ONLY property
{Function}
onTileBreak
a callback when an entity break a tile
{me.Vector2d}
vel
entity current velocity
Method Detail
{float}
distanceTo(entity)
return the distance to the specified entity
- Parameters:
- {me.ObjectEntity} entity
- Entity
- Returns:
- {float} distance
doClimb(up)
helper function for platform games:
make the entity move up and down
only valid is the player is on a ladder
make the entity move up and down
only valid is the player is on a ladder
if (me.input.isKeyPressed('up'))
{
this.doClimb(true);
}
else if (me.input.isKeyPressed('down'))
{
this.doClimb(false);
}
- Parameters:
- {Boolean} up
- will automatically flip vertically the entity sprite
doJump()
helper function for platform games:
make the entity jump
make the entity jump
doWalk(left)
helper function for platform games:
make the entity move left of right
make the entity move left of right
if (me.input.isKeyPressed('left'))
{
this.doWalk(true);
}
else if (me.input.isKeyPressed('right'))
{
this.doWalk(false);
}
- Parameters:
- {Boolean} left
- will automatically flip horizontally the entity sprite
forceJump()
helper function for platform games:
force to the entity to jump (for double jump)
force to the entity to jump (for double jump)
onCollision(res, obj)
onCollision Event function
called by the game manager when the object collide with shtg
by default, if the object type is Collectable, the destroy function is called
called by the game manager when the object collide with shtg
by default, if the object type is Collectable, the destroy function is called
- Parameters:
- {me.Vector2d} res
- collision vector
- {me.ObjectEntity} obj
- the other object that hit this object
setFriction(x, y)
set the entity default friction
- Parameters:
- {Int} x
- horizontal friction
- {Int} y
- vertical friction
setMaxVelocity(x, y)
cap the entity velocity to the specified value
(!) this will only cap the y velocity for now(!)
(!) this will only cap the y velocity for now(!)
- Parameters:
- {Int} x
- max velocity on x axis
- {Int} y
- max velocity on y axis
setVelocity(x, y)
set the entity default velocity
note : velocity is by default limited to the same value, see setMaxVelocity if needed
note : velocity is by default limited to the same value, see setMaxVelocity if needed
- Parameters:
- {Int} x
- velocity on x axis
- {Int} y
- velocity on y axis
updateColRect(x, w, y, h)
specify the size of the hit box for collision detection
(allow to have a specific size for each object)
e.g. : object with resized collision box :
(allow to have a specific size for each object)
e.g. : object with resized collision box :
- Parameters:
- {int} x
- x offset (specify -1 to not change the width)
- {int} w
- width of the hit box
- {int} y
- y offset (specify -1 to not change the height)
- {int} h
- height of the hit box
{me.Vector2d}
updateMovement()
handle the player movement, "trying" to update his position
// make the player move
if (me.input.isKeyPressed('left'))
{
this.vel.x -= this.accel.x * me.timer.tick;
}
else if (me.input.isKeyPressed('right'))
{
this.vel.x += this.accel.x * me.timer.tick;
}
// update player position
var res = this.updateMovement();
// check for collision result with the environment
if (res.x != 0)
{
// x axis
if (res.x<0)
console.log("x axis : left side !");
else
console.log("x axis : right side !");
}
else if(res.y != 0)
{
// y axis
if (res.y<0)
console.log("y axis : top side !");
else
console.log("y axis : bottom side !");
// display the tile type
console.log(res.yprop.type)
}
// check player status after collision check
var updated = (this.vel.x!=0 || this.vel.y!=0);
- Returns:
- {me.Vector2d} a collision vector