Class me.game
Defined in: <build/melonJS-0.9.3.js>.
| Constructor Attributes | Constructor Name and Description |
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me.game()
me.game represents your current game, it contains all the objects, tilemap layers,
HUD information, current viewport, collision map, etc. |
| Field Attributes | Field Name and Description |
|---|---|
| <constant> |
Default object type constant.
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| <constant> |
Default object type constant.
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a reference to the game collision Map
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a reference to the game current level
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| <constant> |
Default object type constant.
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a reference to the game HUD (if defined).
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Fired when a level is fully loaded and
and all entities instantiated. |
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a reference to the game viewport.
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| Method Attributes | Method Name and Description |
|---|---|
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add(obj, z)
Manually add object to the game manager
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addHUD(x, y, w, h, bg)
add a HUD obj to the game manager
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collide(obj)
check for collision between objects
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disable the current HUD
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getEntityByGUID(GUID)
return the entity corresponding to the specified GUID
note : avoid calling this function every frame since it parses the whole object list each time |
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getEntityByName(entityName)
returns the list of entities with the specified name
as defined in Tiled (Name field of the Object Properties) note : avoid calling this function every frame since it parses the whole object list each time |
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remove(obj)
remove an object
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remove all objects
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repaint()
force the redraw (not update) of all objects
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reset()
reset the game Object manager
destroy all current object except the HUD |
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sort()
Sort all objects (using object z property value). |
Class Detail
me.game()
me.game represents your current game, it contains all the objects, tilemap layers,
HUD information, current viewport, collision map, etc..
me.game is also responsible for updating (each frame) the object status and draw them
There is no constructor function for me.game.
HUD information, current viewport, collision map, etc..
me.game is also responsible for updating (each frame) the object status and draw them
There is no constructor function for me.game.
Field Detail
<constant>
ACTION_OBJECT
Default object type constant.
See type property of the returned collision vector.
See type property of the returned collision vector.
<constant>
COLLECTABLE_OBJECT
Default object type constant.
See type property of the returned collision vector.
See type property of the returned collision vector.
{me.TiledLayer}
collisionMap
a reference to the game collision Map
{me.TMXTileMap}
currentLevel
a reference to the game current level
<constant>
ENEMY_OBJECT
Default object type constant.
See type property of the returned collision vector.
See type property of the returned collision vector.
{me.HUD_Object}
HUD
a reference to the game HUD (if defined).
{function}
onLevelLoaded
Fired when a level is fully loaded and
and all entities instantiated.
Additionnaly the level id will also be passed to the called function.
and all entities instantiated.
Additionnaly the level id will also be passed to the called function.
call myFunction() everytime a level is loaded me.game.onLevelLoaded = this.myFunction.bind(this);
{me.Viewport}
viewport
a reference to the game viewport.
Method Detail
add(obj, z)
Manually add object to the game manager
// create a new object var obj = new MyObject(x, y) // add the object and give the z index of the current object me.game.add(obj, this.z); // sort the object list (to ensure the object is properly displayed) me.game.sort();
- Parameters:
- {me.ObjectEntity} obj
- Object to be added
- {int} z Optional, Default: "obj.z"
- z index
addHUD(x, y, w, h, bg)
add a HUD obj to the game manager
- Parameters:
- {int} x
- x position of the HUD
- {int} y
- y position of the HUD
- {int} w
- width of the HUD
- {int} h
- height of the HUD
- {String} bg Optional, Default: "none"
- a CSS string specifying the background color (e.g. "#0000ff" or "rgb(0,0,255)")
{me.Vector2d}
collide(obj)
check for collision between objects
// update player movement
this.updateMovement();
// check for collision with other objects
res = me.game.collide(this);
// check if we collide with an enemy :
if (res && (res.obj.type == me.game.ENEMY_OBJECT))
{
if (res.x != 0)
{
// x axis
if (res.x<0)
console.log("x axis : left side !");
else
console.log("x axis : right side !");
}
else
{
// y axis
if (res.y<0)
console.log("y axis : top side !");
else
console.log("y axis : bottom side !");
}
}
- Parameters:
- {me.ObjectEntity} obj
- Object to be tested for collision
- Returns:
- {me.Vector2d} collision vector me.Rect#collideVsAABB
disableHUD()
disable the current HUD
{me.ObjectEntity}
getEntityByGUID(GUID)
return the entity corresponding to the specified GUID
note : avoid calling this function every frame since it parses the whole object list each time
note : avoid calling this function every frame since it parses the whole object list each time
- Parameters:
- {String} GUID
- entity GUID
- Returns:
- {me.ObjectEntity} Object Entity (or null if not found)
{me.ObjectEntity[]}
getEntityByName(entityName)
returns the list of entities with the specified name
as defined in Tiled (Name field of the Object Properties)
note : avoid calling this function every frame since it parses the whole object list each time
as defined in Tiled (Name field of the Object Properties)
note : avoid calling this function every frame since it parses the whole object list each time
- Parameters:
- {String} entityName
- entity name
- Returns:
- {me.ObjectEntity[]} Array of object entities
remove(obj)
remove an object
- Parameters:
- {me.ObjectEntity} obj
- Object to be removed
removeAll()
remove all objects
repaint()
force the redraw (not update) of all objects
reset()
reset the game Object manager
destroy all current object except the HUD
- See:
- me.game#disableHUD
sort()
Sort all objects (using object z property value).
Normally all objects loaded through the LevelDirector are automatically sorted. this function is however usefull if you create and add object during the game.