diff --git a/GDJS Runtime Documentation/classes/gdjs.AbstractDebuggerClient.html b/GDJS Runtime Documentation/classes/gdjs.AbstractDebuggerClient.html index 53dcabe7e..9a58ad711 100644 --- a/GDJS Runtime Documentation/classes/gdjs.AbstractDebuggerClient.html +++ b/GDJS Runtime Documentation/classes/gdjs.AbstractDebuggerClient.html @@ -1,48 +1,48 @@
Call a method, specified by a path starting from the RuntimeGame instance.
The path to the method, starting from RuntimeGame.
The arguments to pass the method.
Was the operation successful?
-Send a message (a log) to debugger server.
-Callback called when the game is paused.
-Callback called when the game is resumed.
-Send logs from the hot reloader to the server.
The hot reloader logs.
-Send profiling results.
The measures made for each frames.
Other measures done during the profiler run.
-Callback called when profiling is starting.
-Callback called when profiling is ending.
-Dump all the relevant data from the RuntimeGame instance and send it to the server.
-Update a value, specified by a path starting from the RuntimeGame instance.
The path to the variable, starting from RuntimeGame.
The new value.
Was the operation successful?
-Should be called by derived class to handle a command received from the debugger server.
An object containing the command to do.
-Generated using TypeDoc
An affine transformation that can transform points.
-Concatenate a transformation after this one.
The transformation to concatenate.
-Copy a transformation.
The transformation to copy.
-Check if this is equals to another transformation.
The transformation to check.
-Concatenate an horizontal flip.
The flip anchor point X.
-Concatenate an vertical flip.
The flip anchor point Y.
-Invert the matrix.
-Check if this transformation is the identity.
-Check if this is almost equals to another transformation.
The transformation to check.
The relative margin error.
-Concatenate a transformation before this one.
The transformation to concatenate.
-Concatenate a rotation.
The angle of rotation in radians.
-Concatenate a rotation.
The angle of rotation in radians.
@@ -46,25 +46,25 @@The rotation anchor point X.
The rotation anchor point Y.
-Concatenate a scale.
The horizontal scale value.
The vertical scale value.
-Reset to an horizontal flip.
The flip anchor point X.
-Reset to an vertical flip.
The flip anchor point Y.
-Reset to the identity.
-Reset to a rotation.
-Reset to a rotation.
The angle of rotation in radians.
@@ -72,29 +72,29 @@The rotation anchor point X.
The rotation anchor point Y.
-Reset to a scale.
The horizontal scale value.
The vertical scale value.
-Reset to a translation.
-Transform a point.
The point to transform.
The Point to store the transformed coordinates.
-Concatenate a translation.
The horizontal translation value.
The vertical translation value.
-Initialize to the identity.
-Generated using TypeDoc
De/Activate the behavior
true to enable the behavior, false to disable it
-Return true if the behavior is activated
-This method is called each tick after events are done.
-This method is called each tick before events are done.
-Get the name of the behavior.
The behavior's name.
-Get the name identifier of the behavior.
The behavior's name identifier.
-Reimplement this method to do extra work when the behavior is activated (after
it has been deactivated, see onDeActivate
).
Reimplement this to do extra work when the behavior is created (i.e: an
object using it was created), after the object is fully initialized (so
you can use this.owner
without risk).
Reimplement this method to do extra work when the behavior is deactivated.
-This method is called when the owner of the behavior
is being removed from the scene and is about to be destroyed/reused later
or when the behavior is removed from an object (can happen in case of
hot-reloading only. Otherwise, behaviors are just de-activated,
not removed. See onDeActivate
).
This method is called when the owner of the behavior was hot reloaded, so its position, angle, size can have been changed outside of events.
-Called at each frame after events. Call doStepPostEvents.
Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
The instanceContainer owning the object
-Called at each frame before events. Call doStepPreEvents.
Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
The instanceContainer owning the object
-Called when the behavior must be updated using the specified behaviorData. This is the case during hot-reload, and is only called if the behavior was modified.
true if the behavior was updated, false if it could not (i.e: hot-reload is not supported).
-Update the behavior properties using the provided data.
The new properties of the behavior.
-Should return false
if the behavior does not need any lifecycle function to
be called.
Default, hidden, "capability" behaviors set it to false
.
This avoids useless calls to empty lifecycle functions, which would waste CPU
time (and have a sizeable impact for example when lots of static instances
are living in the scene).
Generated using TypeDoc
A behavior that forwards the Animatable interface to its object.
-De/Activate the behavior
true to enable the behavior, false to disable it
-Return true if the behavior is activated
-This method is called each tick after events are done.
-This method is called each tick before events are done.
-The duration of the current animation in seconds.
-The elapsed time from the start of the animation in seconds.
-The duration of the current animation in seconds.
+The elapsed time from the start of the animation in seconds.
+Get the index of the animation being played.
The index of the new animation being played
-Get the name of the animation being played.
The name of the new animation being played
-Get the name of the behavior.
The behavior's name.
-Get the name identifier of the behavior.
The behavior's name identifier.
-Return true if animation has ended. The animation had ended if:
Reimplement this method to do extra work when the behavior is activated (after
it has been deactivated, see onDeActivate
).
Reimplement this to do extra work when the behavior is created (i.e: an
object using it was created), after the object is fully initialized (so
you can use this.owner
without risk).
Reimplement this method to do extra work when the behavior is deactivated.
-This method is called when the owner of the behavior
is being removed from the scene and is about to be destroyed/reused later
or when the behavior is removed from an object (can happen in case of
hot-reloading only. Otherwise, behaviors are just de-activated,
not removed. See onDeActivate
).
This method is called when the owner of the behavior was hot reloaded, so its position, angle, size can have been changed outside of events.
-Set the elapsed time from the start of the animation in seconds.
-Change the animation being played.
-Change the animation being played.
-Called at each frame after events. Call doStepPostEvents.
Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
The instanceContainer owning the object
-Called at each frame before events. Call doStepPreEvents.
Behaviors writers: Please do not redefine this method. Redefine doStepPreEvents instead.
The instanceContainer owning the object
-Called when the behavior must be updated using the specified behaviorData. This is the case during hot-reload, and is only called if the behavior was modified.
true if the behavior was updated, false if it could not (i.e: hot-reload is not supported).
-Update the behavior properties using the provided data.
The new properties of the behavior.
-Should return false
if the behavior does not need any lifecycle function to
be called.
Default, hidden, "capability" behaviors set it to false
.
This avoids useless calls to empty lifecycle functions, which would waste CPU
time (and have a sizeable impact for example when lots of static instances
are living in the scene).
Generated using TypeDoc
An asynchronous task to be run between frames.
-Called every frame where the scene is active.
The scene the task runs on.
diff --git a/GDJS Runtime Documentation/classes/gdjs.AsyncTasksManager.html b/GDJS Runtime Documentation/classes/gdjs.AsyncTasksManager.html index 34d53f81e..c7f5a2437 100644 --- a/GDJS Runtime Documentation/classes/gdjs.AsyncTasksManager.html +++ b/GDJS Runtime Documentation/classes/gdjs.AsyncTasksManager.html @@ -2,15 +2,15 @@This stores all asynchronous tasks waiting to be completed, for a given scene.
Adds a task to be processed between frames and a callback for when it is done to the manager.
The AsyncTask to run.
The callback to execute once the task is finished.
-Run all pending asynchronous tasks.
-Maps a task to the callback to be executed once it is finished.
Generated using TypeDoc
Displays a rich text using BBCode markup (allowing to set parts of the text as bold, italic, use different colors and shadows).
-De/activate a behavior of the object.
The behavior name.
true to activate the behavior
-Add a new effect, or replace the one with the same name.
The data describing the effect to add.
-Add a force to the object to move it.
The x coordinates of the force
@@ -18,7 +18,7 @@The y coordinates of the force
Set the force multiplier
-Add a force oriented toward another object.
(Shortcut for addForceTowardPosition)
The force length, in pixels.
Set the force multiplier
-Add a force oriented toward a position
The target x position
@@ -37,12 +37,12 @@The force length, in pixels.
Set the force multiplier
-Create the behavior described by the given BehaviorData
The data to be used to construct the behavior.
true if the behavior was properly created, false otherwise.
-Add a force using polar coordinates.
The angle of the force, in degrees.
@@ -50,7 +50,7 @@The length of the force, in pixels.
Set the force multiplier
-Return true if the average angle of the forces applied on the object is in a given range.
true if the difference between the average angle of the forces and the angle parameter is inferior to toleranceInDegrees parameter.
-Check if a behavior is activated
The behavior name.
true if the behavior is activated.
-Remove all effects.
-Deletes all forces applied on the object
-Return true if the hitboxes of two objects are overlapping
The first runtimeObject
@@ -78,69 +78,69 @@If true, then edges that are touching each other, without the hitbox polygons actually overlapping, won't be considered in collision.
true if obj1 and obj2 are in collision
-Return true if the cursor, or any touch, is on the object.
true if the cursor, or any touch, is on the object.
-Remove an object from a scene.
Do not change/redefine this method. Instead, redefine the onDestroyFromScene method.
The container owning the object.
-Check the distance between two objects.
-Enable or disable an effect.
The name of the effect to enable or disable.
true to enable, false to disable
-Initialize the extra parameters that could be set for an instance.
-The internal object for a 3D rendering (PIXI.DisplayObject...)
-The internal object for a 3D rendering (PIXI.DisplayObject...)
+Get the AABB (axis aligned bounding box) for the object.
The default implementation uses either the position/size of the object (when angle is 0) or hitboxes (when angle is not 0) to compute the bounding box. Result is cached until invalidated (by a position change, angle change...).
You should probably redefine updateAABB instead of this function.
The bounding box
-Shortcut for getAABB().max[1]
.
See getAABB.
Shortcut for getting the center on the X coordinates of the object AABB. See getAABB.
-Shortcut for getting the center on the Y coordinates of the object AABB. See getAABB.
-Shortcut for getAABB().min[0]
.
See getAABB.
Shortcut for getAABB().max[0]
.
See getAABB.
Shortcut for getAABB().min[1]
.
See getAABB.
Get the rotation of the object.
The rotation of the object, in degrees.
-Get the angle, in degrees, from the object center to another object.
The other object
-Get the angle, in degrees, from the object center to a position.
Target X position
Target Y position
-Return a force which is the sum of all forces applied on the object.
A force object.
-Get the markup text displayed by the object.
-Get a behavior from its name.
If the behavior does not exists, undefined
is returned.
Never keep a reference to a behavior, as they can be hot-reloaded. Instead, @@ -148,61 +148,61 @@
The behavior name.
The behavior with the given name, or undefined.
-Return the X position of the object center, relative to the object X position (getDrawableX
).
Use getCenterXInScene
to get the position of the center in the scene.
the X position of the object center, relative to getDrawableX()
.
Return the X position of the object center, relative to the scene origin.
the X position of the object center, relative to the scene origin.
-Return the Y position of the object center, relative to the object position (getDrawableY
).
Use getCenterYInScene
to get the position of the center in the scene.
the Y position of the object center, relative to getDrawableY()
.
Return the Y position of the object center, relative to the scene origin.
the Y position of the object center, relative to the scene origin.
-Get the base color.
The color as a "R;G;B" string, for example: "255;0;0"
-Get the distance, in pixels, between the center of this object and another object.
The other object
-Get the distance, in pixels, between the center of this object and a position.
Target X position
Target Y position
-Get the X position of the rendered object.
For most objects, this will returns the same value as getX(). But if the object has an origin that is not the same as the point (0,0) of the object displayed, getDrawableX will differ.
The X position of the rendered object.
-Get the Y position of the rendered object.
For most objects, this will returns the same value as getY(). But if the object has an origin that is not the same as the point (0,0) of the object displayed, getDrawableY will differ.
The Y position of the rendered object.
-Return the time elapsed since the last frame, in milliseconds, for the object.
Objects can have different elapsed time if they are on layers with different time scales.
The instance container the object belongs to (deprecated - can be omitted).
-Get the height of the object.
-Get all the hit boxes for the object.
For collision checks, getHitBoxesAround should be used instead.
The default implementation returns a basic bounding box based the size (getWidth and getHeight) and the center point of the object (getCenterX and getCenterY).
You should probably redefine updateHitBoxes instead of this function.
An array composed of polygon.
-Return at least all the hit boxes that overlap a given area.
The hit boxes don't need to actually overlap the area, (i.e: it's correct to return more hit boxes than those in the specified area) @@ -227,170 +227,170 @@
bound of the area in scene coordinates
at least all the hit boxes that overlap a given area.
-The container the object belongs to.
-Get the layer of the object.
The layer of the object
-Get the name of the object.
The object's name.
-Get the name identifier of the object.
The object's name identifier.
-Get the identifier associated to an object name. Some features may want to compare objects name a large number of time. In this case, it may be more efficient to compare objects name identifiers.
-Called when trying to send all information about the state of an object to other peers. This can be redefined by objects to send more information.
The full network sync data.
-Get object opacity.
-The gdjs.RuntimeScene the object belongs to.
-Returns the collection of effects to be rendered by the underlying renderer.
The renderer effects.
-The internal object for a 2D rendering (PIXI.DisplayObject...)
-The internal object for a 2D rendering (PIXI.DisplayObject...)
+The gdjs.RuntimeScene the object belongs to.
-Get the squared distance, in pixels, between the center of this object and another object.
The other object
-Get the squared distance, in pixels, between the center of this object and a position.
Target X position
Target Y position
-Get a timer elapsed time.
This is used by expressions to return 0 when a timer doesn't exist because numeric expressions must always return a number.
The timer name.
The timer elapsed time in seconds, 0 if the timer doesn't exist.
-Get a timer elapsed time.
This is used by conditions to return false when a timer doesn't exist, no matter the relational operator.
The timer name.
The timer elapsed time in seconds, NaN if the timer doesn't exist.
-Get the unique identifier of the object.
The identifier is set by the runtimeScene owning the object.
You can also use the id property (this._object.id) for increased efficiency instead of
calling this method.
The object identifier
-Get the number of children from a variable
The variable to be accessed
The number of children
-Get the value of a variable considered as a number. Equivalent of variable.getAsNumber()
The variable to be accessed
The value of the specified variable
-Get the value of a variable considered as a string. Equivalent of variable.getAsString()
The variable to be accessed
The string of the specified variable
-Get the container of the object variables
The variables of the object
-Get the AABB (axis aligned bounding box) to be used to determine if the object is visible on screen. The gdjs.RuntimeScene will hide the renderer object if the object is not visible on screen ("culling").
The default implementation uses the AABB returned by getAABB.
If null
is returned, the object is assumed to be always visible.
The bounding box or null
.
Get the width of the object.
-Get the wrapping width of the object.
-Get the X position of the object.
The X position of the object
-Compute the X position when given an angle and distance relative to the starting object. This is also known as getting the cartesian coordinates of a 2D vector, using its polar coordinates.
The angle, in degrees.
The distance from the object, in pixels
-Get the Y position of the object.
The Y position of the object
-Compute the Y position when given an angle and distance relative to the starting object. This is also known as getting the cartesian coordinates of a 2D vector, using its polar coordinates.
The angle, in degrees.
The distance from the object, in pixels
-Get the Z order of the object.
The Z order of the object
-Check if a behavior is used by the object.
The behavior name.
-Check if an effect exists on this object
The name of the effect
true if the effect exists, false otherwise.
-Return true if no forces are applied on the object.
true if no forces are applied on the object.
-Shortcut to test if a variable exists for the object.
The variable to be tested
true if the variable exists.
-Hide (or show) the object.
Set it to true to hide the object, false to show it.
-Return true if the specified position is inside object bounding box.
The position should be in "world" coordinates, i.e use gdjs.Layer.convertCoords
if you need to pass the mouse or a touch position that you get from gdjs.InputManager.
To check if a point is inside the object collision mask, you can use isCollidingWithPoint
instead.
Send a signal that the object hitboxes are no longer up to date.
The signal is propagated to parents so gdjs.RuntimeObject.hitBoxesDirty should never be modified directly.
-Check if a point is inside the object collision hitboxes.
The point x coordinate.
The point y coordinate.
true if the point is inside the object collision hitboxes.
-Check if an effect is enabled
The name of the effect
true if the effect is enabled, false otherwise.
-Return true if the object is hidden.
true if the object is hidden.
-Return true if the object is on the specified layer
The layer to be tested.
true if the object is on the specified layer
-Return true if the angle of the total force applied on the object is in a given range.
The maximum distance from the given angle.
true if the difference between the force angle the given angle
is less or equals the toleranceInDegrees
.
Return true if the object is not hidden.
Note: This is unrelated to the actual visibility of the object on the screen.
For this, see getVisibilityAABB
to get the bounding boxes of the object as displayed
on the scene.
true if the object is not hidden.
-Called when the object was hot reloaded, to notify behaviors that the object was modified. Useful for behaviors that
-To be called by the child classes in their constructor, at the very end. Notify the behaviors that they have been constructed (this must be done when the object is ready, otherwise behaviors can do operations on the object which could be not initialized yet).
If you redefine this function, make sure to call the original method
(RuntimeObject.prototype.onCreated.call(this);
).
Called when the object is destroyed (because it is removed from a scene or the scene
is being unloaded). If you redefine this function, make sure to call the original method
(RuntimeObject.prototype.onDestroyFromScene.call(this, runtimeScene);
).
The container owning the object.
-Called whenever the scene owning the object is paused. This should not impact objects, but some may need to inform their renderer.
The scene owning the object.
-Called whenever the scene owning the object is resumed after a pause. This should not impact objects, but some may need to inform their renderer.
The scene owning the object.
-Pause a timer. If the timer doesn't exist it is created.
The timer name.
-Put the object around a position, with a specific distance and angle. The distance and angle are computed between the position and the center of the object.
The distance between the object and the target, in pixels.
The angle between the object and the target, in degrees.
-Put the object around another object, with a specific distance and angle. The distance and angle are computed between the centers of the objects.
The distance between the object and the target
The angle between the object and the target, in degrees.
-The raycast source X
The raycast source Y
@@ -466,7 +466,7 @@Get the closest or farthest collision mask result?
A raycast result with the contact points and distances
-Called to reset the object to its default state. This is used for objects that are
"recycled": they are dismissed (at which point onDestroyFromScene
is called) but still
stored in a cache to be reused next time an object must be created. At this point,
@@ -481,7 +481,7 @@
_runtimeScene
, _nameId
, name
and type
are guaranteed to stay the same and do not
need to be set again.Remove the behavior with the given name. Usually only used by hot-reloading, as performance of this operation is not guaranteed (in the future, this could lead to re-organization of arrays @@ -489,73 +489,73 @@
The name of the behavior to remove.
true if the behavior was properly removed, false otherwise.
-Remove the effect with the specified name
The name of the effect.
-Remove a timer
The timer name.
-Reset a timer. If the timer doesn't exist it is created.
The timer name.
-Rotate the object at the given speed
The speed, in degrees per second.
The container the object belongs to (deprecated - can be omitted).
-The targeted direction angle.
The rotation speed.
The container the object belongs to (deprecated - can be omitted).
-Separate the object from others objects, using their hitboxes.
Objects
If true, then edges that are touching each other, without the hitbox polygons actually overlapping, won't be considered in collision.
true if the object was moved
-Separate the object from others objects, using their hitboxes.
Tables of objects
If true, then edges that are touching each other, without the hitbox polygons actually overlapping, won't be considered in collision.
true if the object was moved
-Tables of objects
-Tables of objects
-Set the angle of the object.
The new angle of the object.
-Set the markup text to display.
-Change the object center position in the scene.
The new X position of the center in the scene.
The new Y position of the center in the scene.
-Change the object center X position in the scene.
The new X position of the center in the scene.
-Change the object center Y position in the scene.
-Change an effect property value (for properties that are booleans).
The name of the effect to update.
@@ -563,7 +563,7 @@The name of the property to update.
The new value (boolean).
-Change an effect property value (for properties that are numbers).
The name of the effect to update.
@@ -571,7 +571,7 @@The name of the property to update.
The new value (number).
-Change an effect property value (for properties that are strings).
The name of the effect to update.
@@ -579,61 +579,61 @@The name of the property to update.
The new value (string).
-Set the height of the object, if applicable.
The new height in pixels.
-Set the layer of the object.
The new layer of the object
-Set object opacity.
The new opacity of the object (0-255).
-Set the position of the object.
The new X position
The new Y position
-Shortcut to set the value of a variable considered as a number
The variable to be changed
The value to be set
-Shortcut to set the value of a variable considered as a string
The variable to be changed
The value to be set
-Set the width of the object, if applicable.
The new width in pixels.
-Set the width.
The new width in pixels.
-Set object position on X axis.
The new position X of the object.
-Set object position on Y axis.
The new position Y of the object.
-Set the Z order of the object.
The new Z order position of the object
-Call each behavior stepPostEvents method.
-Call each behavior stepPreEvents method.
-Compare a timer elapsed time. If the timer does not exist, it is created.
The time value to check in seconds.
True if the timer exists and its value is greater than or equal than the given time, false otherwise.
-Test a if a timer is paused.
The timer name.
True if the timer exists and is paused, false otherwise.
-Unpause a timer. If the timer doesn't exist it is created.
The timer name.
-Called once during the game loop, before events and rendering.
The container the object belongs to.
-Update the AABB (axis aligned bounding box) for the object.
Default implementation uses either the position/size of the object (when angle is 0) or hitboxes (when angle is not 0) to compute the bounding box.
You should not call this function by yourself, it is called when necessary by getAABB method. However, you can redefine it if your object can have a faster implementation.
-Updates all the parameters of an effect.
The data describing the effect
-Called once a step by runtimeScene to update forces magnitudes and remove null ones.
-Called when the object must be updated using the specified networkSyncData. This is the case during an update of the object from the network.
true if the object was updated, false if it could not (i.e: network sync is not supported).
-Called when the object must be updated using the specified objectData. This is the case during hot-reload, and is only called if the object was modified.
true if the object was updated, false if it could not (i.e: hot-reload is not supported).
-Update the hit boxes for the object.
The default implementation set a basic bounding box based on the size (getWidth and getHeight) and the center point of the object (getCenterX and getCenterY). Result is cached until invalidated (by a position change, angle change...).
You should not call this function by yourself, it is called when necessary by getHitBoxes method. However, you can redefine it if your object need custom hit boxes.
-Called once during the game loop, after events and before rendering.
The container the object belongs to.
-Updates the object timers. Called once during the game loop, before events and rendering.
The elapsed time since the previous frame in milliseconds.
-Global container for unused forces, avoiding recreating forces each tick.
-
The base class describing a debugger client, that can be used to inspect a runtime game (dump its state) or alter it.
-