Constructor
new Collider(colliderName, argsopt) → {void}
Creates a new Collider
Parameters:
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
colliderName |
string |
the name this collider will be identified by |
||
args |
object |
<optional> |
{} |
additional properties to be added to this collider |
Properties:
Name | Type | Description |
---|---|---|
colliderType |
string |
The type of this collider - should be defined in sub classes (eg. "circle", "rectangle") |
name |
string |
Name this collider will be identified by |
enabled |
boolean |
Does this collider trigger onCollision() ? |
offset_x |
integer |
Horizontal offset from the GameEntity it is attached to |
offset_y |
integer |
Vertical offset from the GameEntity it is attached to |
memberFlags |
integer |
Bitflag for collision detection: this collider is in this group - https://developer.roku.com/en-ca/docs/references/brightscript/interfaces/ifsprite.md#setmemberflagsflags-as-integer-as-void |
collidableFlags |
integer |
Bitflag for collision detection: this collider will only collider with colliders in this group - https://developer.roku.com/en-ca/docs/references/brightscript/interfaces/ifsprite.md#setcollidableflagsflags-as-integer-as-void |
compositorObject |
invalid |
Used internal to Game - should not be modified manually |
tagsList |
dynamic |
Colliders can be tagged with any number of tags so they can be easily identified (e.g. "enemy", "wall", etc.) |
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Methods
adjustCompositorObject(x, y) → {void}
Moves the compositor to the new x,y position - called from Game when the entity it is attached to moves
Parameters:
Name | Type | Description |
---|---|---|
x |
float | |
y |
float |
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debugDraw(draw2d, entityX, entityY, coloropt) → {void}
Helper function to draw an outline around the collider
Parameters:
Name | Type | Attributes | Default | Description |
---|---|---|---|---|
draw2d |
object | |||
entityX |
float | |||
entityY |
float | |||
color |
integer |
<optional> |
&hFF0000FF |
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refreshColliderRegion() → {void}
Refreshes the collider. Called every frame by the GameEngine. Should be overrided by sub classes if they have specialized collision set ups (e.g. circle, rectangle).
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setupCompositor(game, entityName, entityId, entityX, entityY) → {void}
Sets up this collider to be associated with a given game and entity
Parameters:
Name | Type | Description |
---|---|---|
game |
object |
the game this collider is used by |
entityName |
string |
name of the entity that owns this collider |
entityId |
string |
id of the entity that owns this collider |
entityX |
float |
entity's x position |
entityY |
float |
entity's y position |
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