Class: MG::Sprite
Properties collapse
-
#category_mask ⇒ Integer
Physics category mask.
-
#collision_mask ⇒ Integer
Physics collision mask.
-
#contact_mask ⇒ Integer
Physics contact test mask.
-
#dynamic? ⇒ Boolean
Whether the sprite body should be dynamic or not in the physics world.
-
#friction ⇒ Float
The linear damping / air friction force on the sprite body.
-
#gravitates? ⇒ Boolean
Whether the sprite should be affected by the scene's gravitational force.
-
#inertia_moment ⇒ Float
The moment of inertia of the body.
-
#mass ⇒ Float
The body mass of the sprite.
-
#resting? ⇒ Boolean
Whether the body is at rest.
-
#velocity ⇒ Point
The velocity force on the sprite body.
Attributes inherited from Node
#alpha, #anchor_point, #color, #name, #position, #rotation, #scale, #size, #visible?, #z_index
Spritesheets collapse
-
.load(file_name) ⇒ nil
Loads all sprites from the content of
file_name
, which should be the name of a property list spritesheet file in the application's resource directory.
Constructors collapse
-
#initialize(sprite_name) ⇒ Sprite
constructor
Creates a new sprite object from
sprite_name
, which must be either the name of a standalone image file in the application's resource directory or the name of a sprite frame which was loaded from a spritesheet using Sprite.load.
Actions collapse
-
#animate(frame_names, delay, loops = 1) ⇒ Sprite
Starts an animation where the sprite display frame will be changed to the given frames in
sprite_frames_names
based on the givendelay
and repeatedloops
times. -
#blink(number_of_blinks, interval) ⇒ Sprite
Blinks the receiver.
-
#flipped_horizontally=(value) ⇒ Object
Sets whether the sprite should be flipped horizontally or not.
-
#flipped_vertically=(value) ⇒ Object
Sets whether the sprite should be flipped vertically or not.
-
#flipped_x=(value) ⇒ Object
This is alias method of “#flipped_horizontally=”.
-
#flipped_y=(value) ⇒ Object
This is alias method of “#flipped_vertically=”.
-
#move_by(delta_location, interval) ⇒ Sprite
Moves the position of the receiver to a new location determined by the sum of the current location and the given
delta_location
object. -
#move_to(location, interval) ⇒ Sprite
Moves the position of the receiver to a new given location.
-
#rotate_by(delta_angle, interval) ⇒ Sprite
Rotates the position of the receiver to a new angle determined by the sum of the current rotation and the given
delta_angle
object. -
#rotate_to(angle, interval) ⇒ Sprite
Rotates the angle of the receiver to a new angle certain angle by modifying it's rotation attribute.
Physics collapse
-
#apply_force(force) ⇒ Sprite
Applies an immediate force to the sprite body.
-
#apply_impulse(force) ⇒ Sprite
Applies a continuous force to the sprite body.
-
#attach_physics_box(size = nil) ⇒ Sprite
Attaches a physics body with a box shape to the sprite.
Methods inherited from Node
#add, #children, #clear, #delete, #delete_from_parent, #intersects?, #parent, #run_action, #stop_action, #stop_all_actions
Constructor Details
#initialize(sprite_name) ⇒ Sprite
Creates a new sprite object from sprite_name
, which must be
either the name of a standalone image file in the application's
resource directory or the name of a sprite frame which was loaded from a
spritesheet using load.
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# File 'motion-game', line 900 def initialize(sprite_name); end |
Instance Attribute Details
#category_mask ⇒ Integer
Returns physics category mask.
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# File 'motion-game', line 1018 def category_mask @category_mask end |
#collision_mask ⇒ Integer
Returns physics collision mask.
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# File 'motion-game', line 1024 def collision_mask @collision_mask end |
#contact_mask ⇒ Integer
Returns physics contact test mask.
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# File 'motion-game', line 1021 def contact_mask @contact_mask end |
#dynamic? ⇒ Boolean
Returns whether the sprite body should be dynamic or not in the physics
world. The default is true
, and a dynamic body will affect
with gravity.
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# File 'motion-game', line 1003
def dynamic?
@dynamic?
end
|
#friction ⇒ Float
Returns the linear damping / air friction force on the sprite body.
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# File 'motion-game', line 1006 def friction @friction end |
#gravitates? ⇒ Boolean
Returns whether the sprite should be affected by the scene's
gravitational force. The default is true
.
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# File 'motion-game', line 998
def gravitates?
@gravitates?
end
|
#inertia_moment ⇒ Float
Returns the moment of inertia of the body.
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# File 'motion-game', line 1015 def inertia_moment @inertia_moment end |
#mass ⇒ Float
Returns the body mass of the sprite.
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# File 'motion-game', line 994 def mass @mass end |
#resting? ⇒ Boolean
Returns whether the body is at rest.
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# File 'motion-game', line 1012
def resting?
@resting?
end
|
#velocity ⇒ Point
Returns the velocity force on the sprite body.
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# File 'motion-game', line 1009 def velocity @velocity end |
Class Method Details
.load(file_name) ⇒ nil
Loads all sprites from the content of file_name
, which should
be the name of a property list spritesheet file in the application's
resource directory. Once a spritesheet file is loaded, individual sprites
can be created using #initialize by providing the name of the
frame. Sprite frames files can be created with a visual editor such as
TexturePacker.
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# File 'motion-game', line 890 def self.load(file_name); end |
Instance Method Details
#animate(frame_names, delay, loops = 1) ⇒ Sprite
Starts an animation where the sprite display frame will be changed to the
given frames in sprite_frames_names
based on the given
delay
and repeated loops
times.
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# File 'motion-game', line 951 def animate(frame_names, delay, loops=1); end |
#apply_force(force) ⇒ Sprite
Applies an immediate force to the sprite body.
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# File 'motion-game', line 988 def apply_force(force); end |
#apply_impulse(force) ⇒ Sprite
Applies a continuous force to the sprite body.
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# File 'motion-game', line 983 def apply_impulse(force); end |
#attach_physics_box(size = nil) ⇒ Sprite
Attaches a physics body with a box shape to the sprite.
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# File 'motion-game', line 978 def attach_physics_box(size=nil); end |
#blink(number_of_blinks, interval) ⇒ Sprite
Blinks the receiver.
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# File 'motion-game', line 938 def blink(number_of_blinks, interval); end |
#flipped_horizontally=(value) ⇒ Object
Sets whether the sprite should be flipped horizontally or not. It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint.
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# File 'motion-game', line 957 def flipped_horizontally=(value); end |
#flipped_vertically=(value) ⇒ Object
Sets whether the sprite should be flipped vertically or not. It only flips the texture of the sprite, and not the texture of the sprite's children. Also, flipping the texture doesn't alter the anchorPoint.
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# File 'motion-game', line 966 def flipped_vertically=(value); end |
#flipped_x=(value) ⇒ Object
This is alias method of “#flipped_horizontally=”.
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# File 'motion-game', line 960 def flipped_x=(value); end |
#flipped_y=(value) ⇒ Object
This is alias method of “#flipped_vertically=”.
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# File 'motion-game', line 969 def flipped_y=(value); end |
#move_by(delta_location, interval) ⇒ Sprite
Moves the position of the receiver to a new location determined by the sum
of the current location and the given delta_location
object.
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# File 'motion-game', line 911 def move_by(delta_location, interval); end |
#move_to(location, interval) ⇒ Sprite
Moves the position of the receiver to a new given location.
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# File 'motion-game', line 917 def move_to(location, interval); end |
#rotate_by(delta_angle, interval) ⇒ Sprite
Rotates the position of the receiver to a new angle determined by the sum
of the current rotation and the given delta_angle
object.
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# File 'motion-game', line 924 def rotate_by(delta_angle, interval); end |
#rotate_to(angle, interval) ⇒ Sprite
Rotates the angle of the receiver to a new angle certain angle by modifying it's rotation attribute.
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# File 'motion-game', line 931 def rotate_to(angle, interval); end |