Otter
0.9.8.91
2d Game Development Framework based on SFML.Net
|
Class used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the Game. More...
Inherited by Otter.Flash, and Otter.Particle.
Public Member Functions | |
Entity (float x=0, float y=0, Graphic graphic=null, Collider collider=null, string name="") | |
Create an entity. More... | |
void | SetGraphic (Graphic g) |
Sets the graphic to a new graphic, removing all previous graphics. More... | |
void | SetPosition (float xy) |
Set the X and Y position to a value. More... | |
void | AddPosition (float x, float y) |
Add to the X and Y positions of the Entity. More... | |
void | AddPosition (Axis axis, float multiplier=1) |
Add to the X and Y position of the Entity. More... | |
void | AddPosition (Vector2 vector) |
Add to the X and Y position of the Entity. More... | |
void | SetPosition (float x, float y) |
Set the position of the Entity. More... | |
void | SetPosition (Entity e, float offsetX=0, float offsetY=0) |
Set the position of the Entity to another Entity's position. More... | |
void | SetPosition (Vector2 v) |
Set the position of the Entity. More... | |
T | AddGraphic< T > (T g) |
Adds a Graphic to the Entity. More... | |
T | AddGraphic< T > (T g, float x, float y) |
Adds a Graphic to the Entity. More... | |
List< Graphic > | AddGraphics (params Graphic[] graphics) |
Adds the graphics to the Entity. More... | |
T | AddGraphicGUI< T > (T g) |
Adds a graphic to the Entity and sets its Scroll value to 0. More... | |
T | AddGraphicGUI< T > (T g, float x, float y) |
Adds a graphic to the Entity and sets its Scroll value to 0. More... | |
List< Graphic > | AddGraphicsGUI (params Graphic[] graphics) |
Adds Graphics to the Entity and sets their Scroll values to 0. More... | |
T | RemoveGraphic< T > (T g) |
Removes a Graphic from the Entity. More... | |
void | RemoveGraphics (params Graphic[] g) |
Removes Graphics from the Entity. More... | |
void | ClearGraphics () |
Remove all the graphics from the entity. More... | |
T | AddComponent< T > (T c) |
Adds a component to the entity. More... | |
T | AddComponent< T > (params object[] constructorArgs) |
Creates and adds a Component to the entity. More... | |
List< Component > | AddComponents (params Component[] c) |
Add multiple components to the entity. More... | |
T | RemoveComponent< T > (T c) |
Removes a component from the Entity. More... | |
T | RemoveComponent< T > () |
Removes the first component of type T from the Entity. More... | |
void | ClearComponents () |
Remove all components from the Entity. More... | |
void | AddSurface (Surface target) |
Add a surface that the entity should render to. More... | |
void | RemoveSurface (Surface target) |
Remove a surface from the list of surfaces that the entity should render to. More... | |
void | ClearSurfaces () |
Remove all Surfaces from the list of Surfaces that the Entity should render to. More... | |
BoxCollider | SetHitbox (int width, int height, params int[] tags) |
Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider. More... | |
BoxCollider | SetHitbox (int width, int height, Enum tag, params Enum[] tags) |
Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider. More... | |
T | GetEntity< T > () |
Get the first instance of an Entity of type T in this Entity's Scene. More... | |
List< T > | GetEntities< T > () |
Get a list of entities of type T from this Entity's Scene. More... | |
T | GetComponent< T > () |
Get the first Component of type T. More... | |
Component | GetComponent (Type type) |
Get the first Component of Type type. More... | |
List< T > | GetComponents< T > () |
Get all Components of type T. More... | |
T | GetGraphic< T > () |
Get the first graphic of type T. More... | |
T | GetCollider< T > () |
Get the first collider of type T. More... | |
T | AddCollider< T > (T c) |
Add a collider to the entity. More... | |
T | RemoveCollider< T > (T c) |
Remove the collider from the entity. More... | |
void | ClearColliders () |
Remove all colliders from the entity. More... | |
T | SetCollider< T > (T c) |
Remove all current colliders and set collider to a new one. More... | |
List< Collider > | AddColliders (params Collider[] colliders) |
Adds colliders to the entity. More... | |
void | RemoveColliders (params Collider[] colliders) |
Removes colliders from the entity. More... | |
Collider | Collide (float x, float y, params int[] tags) |
Checks for a collision using the first available Collider. More... | |
Collider | Collide (float x, float y, params Enum[] tags) |
Checks for a collision using the first available Collider. More... | |
List< Collider > | CollideList (float x, float y, params int[] tags) |
Checks for a collision with the first available Collider. More... | |
List< Collider > | CollideList (float x, float y, params Enum[] tags) |
Checks for a collision with the first available Collider. More... | |
List< Entity > | CollideEntities (float x, float y, params int[] tags) |
Checks for a collision with the first available Collider. More... | |
List< Entity > | CollideEntities (float x, float y, params Enum[] tags) |
Checks for a collision with the first available Collider. More... | |
List< T > | CollideEntities< T > (float x, float y, List< T > entities) |
List< T > | CollideEntities< T > (float x, float y, params int[] tags) |
List< T > | CollideEntities< T > (float x, float y, params Enum[] tags) |
bool | Overlap (float x, float y, params int[] tags) |
Checks for an overlap using the first available collider. More... | |
bool | Overlap (float x, float y, params Enum[] tags) |
Checks for an overlap using the first available collider. More... | |
bool | Overlap (float x, float y, Entity e) |
Checks for an overlap using the first available collider. More... | |
virtual void | Added () |
Called when the entity is added to a scene. The reference to the Scene is available here. More... | |
virtual void | Removed () |
Called when the entity is removed from a scene. The reference to Scene is now null. More... | |
virtual void | SceneBegin () |
Called when the Scene begins. More... | |
virtual void | SceneEnd () |
Called when the Scene ends. More... | |
virtual void | ScenePause () |
Called when the Scene is paused. More... | |
virtual void | SceneResume () |
Called when the Scene is resumed. More... | |
virtual void | Paused () |
Called when the entity is paused by the Scene. More... | |
virtual void | Resumed () |
Called when the entity is resumed by the Scene. More... | |
Tween | Tween (object target, object values, float duration, float delay=0) |
Tweens a set of numeric properties on an object. More... | |
virtual void | UpdateFirst () |
Called first during the update. Happens before Update. More... | |
virtual void | UpdateLast () |
Called last during the update. Happens after Update. More... | |
virtual void | Update () |
Called during the update of the game. More... | |
virtual void | Render () |
Called when the entity is rendering to the screen. More... | |
virtual void | Prerender () |
Called before an entity is rendered. Things rendered here will appear below the Entity's Graphics. More... | |
void | RemoveSelf () |
Remove this entity from the Scene it's in. More... | |
Public Attributes | |
float | X |
The X position of the Entity. More... | |
float | Y |
The Y position of the Entity. More... | |
float | Timer |
How long the Entity has been active. More... | |
bool | Visible = true |
Determines if the Entity will render. More... | |
bool | Collidable = true |
Determines if the Entity will collide with other entities. The entity can still check for collisions, but will not register as a collision with other entities. More... | |
bool | AutoUpdate = true |
Deteremines if the Entity's update functions will run automatically from the Scene. More... | |
bool | AutoRender = true |
Determines if the Entity's render functions will run automatically from the Scene. More... | |
Tweener | Tweener = new Tweener() |
The tween manager that controls all tweens on this entity. More... | |
Action | OnAdded = delegate { } |
An action that fires when the entity is added to a Scene. More... | |
Action | OnUpdate = delegate { } |
An action that fires when the entity is updated. More... | |
Action | OnUpdateFirst = delegate { } |
An action that fires in the entity's UpdateFirst(). More... | |
Action | OnUpdateLast = delegate { } |
An action that is fired in the entity's UpdateLast(). More... | |
Action | OnRemoved = delegate { } |
An action that fires when the entity is removed from a Scene. More... | |
Action | OnRender = delegate { } |
An action that fires when the entity is rendered. More... | |
string | Name |
The name of this entity. Default's to the Type name. More... | |
int | Layer |
The order in which to render this entity. Higher numbers draw later. More... | |
int | Order |
The order in which to update this entity. Higher numbers update later. More... | |
int | Group |
The pause group this entity is a part of. More... | |
float | LifeSpan |
How long the entity should live in the scene before removing itself. If this is set the entity will be automatically removed when the Timer exceeds this value. More... | |
Properties | |
bool | UpdatedOnce [get, set] |
Is true if the Entity has been updated by the Scene at least once. More... | |
Component | this[int id] [get] |
List< Graphic > | Graphics [get, set] |
The list of graphics to render. More... | |
List< Component > | Components [get, set] |
The list of components to update and render. More... | |
List< Collider > | Colliders [get, set] |
The list of colliders to use for collision checks. More... | |
List< Surface > | Surfaces [get, set] |
The list of surfaces the entity should draw to. More... | |
Scene | Scene [get, set] |
The Scene that controls and updates this entity. More... | |
int | InstanceId [get, set] |
The int id of the Entity for the Scene its currently in. More... | |
bool | IsInScene [get] |
Returns true if the entity is currently in a Scene, or is queued to be added to a Scene next update. More... | |
Surface | Surface [get, set] |
The default Surface that the entity should render to. More... | |
Entity | Overlapped [get, set] |
The currently overlapped entity. This only works when using an Overlap collision check, and there is a result. More... | |
BoxCollider | Hitbox [get, set] |
Set to a collider by using the SetHitbox method. Shortcut reference. More... | |
Collider | Collider [get, set] |
Returns the first available collider, or set the Collider. More... | |
Input | Input [get] |
A reference to the Input object in the Game that controls the Scene. More... | |
Game | Game [get] |
A reference to the Game that controls the Scene. More... | |
bool | IsPaused [get] |
If the entity is currently paused by the scene. More... | |
float | ScreenX [get] |
The x position in screen space of the entity. More... | |
float | ScreenY [get] |
The y position in screen space of the entity. More... | |
Graphic | Graphic [get, set] |
Returns the first available graphic, or set the graphic. More... | |
Vector2 | Position [get, set] |
The position of the Entity represented as a Vector2 More... | |
Class used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the Game.
Otter.Entity.Entity | ( | float | x = 0 , |
float | y = 0 , |
||
Graphic | graphic = null , |
||
Collider | collider = null , |
||
string | name = "" |
||
) |
Create an entity.
x | The x position to place the entity. |
y | The y position to place the entity. |
graphic | The graphic to assign to the entity. Defaults to null. |
collider | The collider to assign to the entity. Defaults to null. |
name | The name of the entity. Defaults to the type name. |
T Otter.Entity.AddCollider< T > | ( | T | c | ) |
Add a collider to the entity.
c |
T | : | Collider |
Adds colliders to the entity.
colliders |
T Otter.Entity.AddComponent< T > | ( | T | c | ) |
Adds a component to the entity.
c |
T | : | Component |
T Otter.Entity.AddComponent< T > | ( | params object[] | constructorArgs | ) |
Add multiple components to the entity.
c | The components to add. |
|
virtual |
Called when the entity is added to a scene. The reference to the Scene is available here.
Reimplemented in Otter.Particle, and Otter.Flash.
T Otter.Entity.AddGraphic< T > | ( | T | g | ) |
T Otter.Entity.AddGraphic< T > | ( | T | g, |
float | x, | ||
float | y | ||
) |
T Otter.Entity.AddGraphicGUI< T > | ( | T | g | ) |
T Otter.Entity.AddGraphicGUI< T > | ( | T | g, |
float | x, | ||
float | y | ||
) |
Adds the graphics to the Entity.
graphics | The Graphics to add. |
Adds Graphics to the Entity and sets their Scroll values to 0.
T |
graphics | The Graphics to add. |
void Otter.Entity.AddPosition | ( | float | x, |
float | y | ||
) |
Add to the X and Y positions of the Entity.
x | The amount to add to the x position. |
y | The amount to add to the y position. |
void Otter.Entity.AddPosition | ( | Axis | axis, |
float | multiplier = 1 |
||
) |
Add to the X and Y position of the Entity.
axis | The axis to add from. |
multiplier | The amount to muliply the axis values by before adding. |
void Otter.Entity.AddPosition | ( | Vector2 | vector | ) |
void Otter.Entity.AddSurface | ( | Surface | target | ) |
Add a surface that the entity should render to.
target |
void Otter.Entity.ClearColliders | ( | ) |
Remove all colliders from the entity.
void Otter.Entity.ClearComponents | ( | ) |
Remove all components from the Entity.
void Otter.Entity.ClearGraphics | ( | ) |
Remove all the graphics from the entity.
void Otter.Entity.ClearSurfaces | ( | ) |
Remove all Surfaces from the list of Surfaces that the Entity should render to.
Collider Otter.Entity.Collide | ( | float | x, |
float | y, | ||
params int[] | tags | ||
) |
Checks for a collision using the first available Collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The int tags to check for. |
Collider Otter.Entity.Collide | ( | float | x, |
float | y, | ||
params Enum[] | tags | ||
) |
Checks for a collision using the first available Collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The enum tags to check for. |
List<Entity> Otter.Entity.CollideEntities | ( | float | x, |
float | y, | ||
params int[] | tags | ||
) |
Checks for a collision with the first available Collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The int tags to check for. |
List<Entity> Otter.Entity.CollideEntities | ( | float | x, |
float | y, | ||
params Enum[] | tags | ||
) |
Checks for a collision with the first available Collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The enum tags to check for. |
List<Collider> Otter.Entity.CollideList | ( | float | x, |
float | y, | ||
params int[] | tags | ||
) |
Checks for a collision with the first available Collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The int tags to check for. |
List<Collider> Otter.Entity.CollideList | ( | float | x, |
float | y, | ||
params Enum[] | tags | ||
) |
Checks for a collision with the first available Collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The enum tags to check for. |
T Otter.Entity.GetCollider< T > | ( | ) |
Get the first collider of type T.
T | The type of collider to look for. |
T | : | Collider |
Component Otter.Entity.GetComponent | ( | Type | type | ) |
T Otter.Entity.GetComponent< T > | ( | ) |
List<T> Otter.Entity.GetComponents< T > | ( | ) |
Get all Components of type T.
T | The type of Component to look for. |
T | : | Component |
List<T> Otter.Entity.GetEntities< T > | ( | ) |
T Otter.Entity.GetEntity< T > | ( | ) |
T Otter.Entity.GetGraphic< T > | ( | ) |
Get the first graphic of type T.
T | The type of graphic to look for. |
T | : | Graphic |
bool Otter.Entity.Overlap | ( | float | x, |
float | y, | ||
params int[] | tags | ||
) |
Checks for an overlap using the first available collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The int tags to check for. |
bool Otter.Entity.Overlap | ( | float | x, |
float | y, | ||
params Enum[] | tags | ||
) |
Checks for an overlap using the first available collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
tags | The enum tags to check for. |
bool Otter.Entity.Overlap | ( | float | x, |
float | y, | ||
Entity | e | ||
) |
Checks for an overlap using the first available collider.
x | The X position to check for a collision at. |
y | The Y position to check for a collision at. |
e | The Entity to check for a collision with. |
|
virtual |
Called when the entity is paused by the Scene.
|
virtual |
Called before an entity is rendered. Things rendered here will appear below the Entity's Graphics.
T Otter.Entity.RemoveCollider< T > | ( | T | c | ) |
Remove the collider from the entity.
c |
T | : | Collider |
void Otter.Entity.RemoveColliders | ( | params Collider[] | colliders | ) |
Removes colliders from the entity.
colliders |
T Otter.Entity.RemoveComponent< T > | ( | T | c | ) |
T Otter.Entity.RemoveComponent< T > | ( | ) |
Removes the first component of type T from the Entity.
T | The type of component to remove. |
T | : | Component |
|
virtual |
Called when the entity is removed from a scene. The reference to Scene is now null.
Reimplemented in Otter.Particle, and Otter.Flash.
T Otter.Entity.RemoveGraphic< T > | ( | T | g | ) |
void Otter.Entity.RemoveGraphics | ( | params Graphic[] | g | ) |
Removes Graphics from the Entity.
g | The Graphics to remove. |
void Otter.Entity.RemoveSelf | ( | ) |
Remove this entity from the Scene it's in.
void Otter.Entity.RemoveSurface | ( | Surface | target | ) |
Remove a surface from the list of surfaces that the entity should render to.
target |
|
virtual |
Called when the entity is rendering to the screen.
|
virtual |
Called when the entity is resumed by the Scene.
|
virtual |
Called when the Scene begins.
|
virtual |
Called when the Scene ends.
Reimplemented in Otter.Particle.
|
virtual |
Called when the Scene is paused.
|
virtual |
Called when the Scene is resumed.
T Otter.Entity.SetCollider< T > | ( | T | c | ) |
Remove all current colliders and set collider to a new one.
c |
T | : | Collider |
void Otter.Entity.SetGraphic | ( | Graphic | g | ) |
Sets the graphic to a new graphic, removing all previous graphics.
g |
BoxCollider Otter.Entity.SetHitbox | ( | int | width, |
int | height, | ||
params int[] | tags | ||
) |
Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider.
width | The width of the box collider. |
height | The height of the box collider. |
tags | The tags assigned to the box collider. |
BoxCollider Otter.Entity.SetHitbox | ( | int | width, |
int | height, | ||
Enum | tag, | ||
params Enum[] | tags | ||
) |
Shortcut to set the Collider of the entity to a BoxCollider. Using this will set the "Hitbox" field to this Collider.
width | The width of the box collider. |
height | The height of the box collider. |
tag | The first tag to add. |
tags | The rest of the tags to add. |
void Otter.Entity.SetPosition | ( | float | xy | ) |
Set the X and Y position to a value.
xy | The value of the X and Y position. |
void Otter.Entity.SetPosition | ( | float | x, |
float | y | ||
) |
Set the position of the Entity.
x | The new x position. |
y | The new y position. |
void Otter.Entity.SetPosition | ( | Entity | e, |
float | offsetX = 0 , |
||
float | offsetY = 0 |
||
) |
void Otter.Entity.SetPosition | ( | Vector2 | v | ) |
Set the position of the Entity.
v | The vector of the new position. |
Tween Otter.Entity.Tween | ( | object | target, |
object | values, | ||
float | duration, | ||
float | delay = 0 |
||
) |
Tweens a set of numeric properties on an object.
target | The object to tween. |
values | The values to tween to, in an anonymous type ( new { prop1 = 100, prop2 = 0} ). |
duration | Duration of the tween in seconds. |
delay | Delay before the tween starts, in seconds. |
|
virtual |
Called during the update of the game.
Reimplemented in Otter.Particle, and Otter.Flash.
|
virtual |
Called first during the update. Happens before Update.
|
virtual |
Called last during the update. Happens after Update.
bool Otter.Entity.AutoRender = true |
bool Otter.Entity.AutoUpdate = true |
bool Otter.Entity.Collidable = true |
Determines if the Entity will collide with other entities. The entity can still check for collisions, but will not register as a collision with other entities.
int Otter.Entity.Group |
The pause group this entity is a part of.
int Otter.Entity.Layer |
The order in which to render this entity. Higher numbers draw later.
float Otter.Entity.LifeSpan |
How long the entity should live in the scene before removing itself. If this is set the entity will be automatically removed when the Timer exceeds this value.
string Otter.Entity.Name |
The name of this entity. Default's to the Type name.
Action Otter.Entity.OnAdded = delegate { } |
An action that fires when the entity is added to a Scene.
Action Otter.Entity.OnRemoved = delegate { } |
An action that fires when the entity is removed from a Scene.
Action Otter.Entity.OnRender = delegate { } |
An action that fires when the entity is rendered.
Action Otter.Entity.OnUpdate = delegate { } |
An action that fires when the entity is updated.
Action Otter.Entity.OnUpdateFirst = delegate { } |
An action that fires in the entity's UpdateFirst().
Action Otter.Entity.OnUpdateLast = delegate { } |
An action that is fired in the entity's UpdateLast().
int Otter.Entity.Order |
The order in which to update this entity. Higher numbers update later.
float Otter.Entity.Timer |
How long the Entity has been active.
The tween manager that controls all tweens on this entity.
bool Otter.Entity.Visible = true |
Determines if the Entity will render.
float Otter.Entity.X |
The X position of the Entity.
float Otter.Entity.Y |
The Y position of the Entity.
|
getset |
The list of colliders to use for collision checks.
|
getset |
The list of components to update and render.
|
getset |
Returns the first available graphic, or set the graphic.
|
getset |
The list of graphics to render.
|
getset |
Set to a collider by using the SetHitbox method. Shortcut reference.
|
get |
|
get |
If the entity is currently paused by the scene.
|
getset |
The currently overlapped entity. This only works when using an Overlap collision check, and there is a result.
|
get |
The x position in screen space of the entity.
|
get |
The y position in screen space of the entity.
|
getset |
The list of surfaces the entity should draw to.
|
getset |