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 <span id="projectnumber">0.9.8.91</span>
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<div id="projectbrief">2d Game Development Framework based on SFML.Net</div>
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<a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(0)"><span class="SelectionMark"> </span>All</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(1)"><span class="SelectionMark"> </span>Classes</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(2)"><span class="SelectionMark"> </span>Namespaces</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(3)"><span class="SelectionMark"> </span>Functions</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(4)"><span class="SelectionMark"> </span>Variables</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(5)"><span class="SelectionMark"> </span>Enumerations</a><a class="SelectItem" href="javascript:void(0)" onclick="searchBox.OnSelectItem(6)"><span class="SelectionMark"> </span>Properties</a></div>
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<a href="#pub-methods">Public Member Functions</a> |
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<p>Class used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>.
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<a href="class_otter_1_1_entity.html#details">More...</a></p>
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<p>Inherited by <a class="el" href="class_otter_1_1_flash.html">Otter.Flash</a>, and <a class="el" href="class_otter_1_1_particle.html">Otter.Particle</a>.</p>
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<table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
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<tr class="memitem:a85c8380d6084204a8942ebd3a27483ef"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a85c8380d6084204a8942ebd3a27483ef">Entity</a> (float x=0, float y=0, <a class="el" href="class_otter_1_1_graphic.html">Graphic</a> graphic=null, <a class="el" href="class_otter_1_1_collider.html">Collider</a> collider=null, string name="")</td></tr>
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<tr class="memdesc:a85c8380d6084204a8942ebd3a27483ef"><td class="mdescLeft"> </td><td class="mdescRight">Create an entity. <a href="#a85c8380d6084204a8942ebd3a27483ef">More...</a><br/></td></tr>
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<tr class="separator:a85c8380d6084204a8942ebd3a27483ef"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:add30f1667e8242dbd583fb799d77553d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#add30f1667e8242dbd583fb799d77553d">SetGraphic</a> (<a class="el" href="class_otter_1_1_graphic.html">Graphic</a> g)</td></tr>
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<tr class="memdesc:add30f1667e8242dbd583fb799d77553d"><td class="mdescLeft"> </td><td class="mdescRight">Sets the graphic to a new graphic, removing all previous graphics. <a href="#add30f1667e8242dbd583fb799d77553d">More...</a><br/></td></tr>
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<tr class="separator:add30f1667e8242dbd583fb799d77553d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a7f88dbfa79287c0daa09e02959998bd9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a7f88dbfa79287c0daa09e02959998bd9">SetPosition</a> (float xy)</td></tr>
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<tr class="memdesc:a7f88dbfa79287c0daa09e02959998bd9"><td class="mdescLeft"> </td><td class="mdescRight">Set the X and Y position to a value. <a href="#a7f88dbfa79287c0daa09e02959998bd9">More...</a><br/></td></tr>
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<tr class="separator:a7f88dbfa79287c0daa09e02959998bd9"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab0a5b0285d6a152341365bfe1391dfbc"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ab0a5b0285d6a152341365bfe1391dfbc">AddPosition</a> (float x, float y)</td></tr>
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<tr class="memdesc:ab0a5b0285d6a152341365bfe1391dfbc"><td class="mdescLeft"> </td><td class="mdescRight">Add to the X and Y positions of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ab0a5b0285d6a152341365bfe1391dfbc">More...</a><br/></td></tr>
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<tr class="separator:ab0a5b0285d6a152341365bfe1391dfbc"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:acca4748775f05b8afc8657d848caab5d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#acca4748775f05b8afc8657d848caab5d">AddPosition</a> (<a class="el" href="class_otter_1_1_axis.html">Axis</a> axis, float multiplier=1)</td></tr>
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<tr class="memdesc:acca4748775f05b8afc8657d848caab5d"><td class="mdescLeft"> </td><td class="mdescRight">Add to the X and Y position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#acca4748775f05b8afc8657d848caab5d">More...</a><br/></td></tr>
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<tr class="separator:acca4748775f05b8afc8657d848caab5d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a125559a7a69fa479cbbfb9d90349d60a"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a125559a7a69fa479cbbfb9d90349d60a">AddPosition</a> (<a class="el" href="struct_otter_1_1_vector2.html">Vector2</a> vector)</td></tr>
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<tr class="memdesc:a125559a7a69fa479cbbfb9d90349d60a"><td class="mdescLeft"> </td><td class="mdescRight">Add to the X and Y position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a125559a7a69fa479cbbfb9d90349d60a">More...</a><br/></td></tr>
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<tr class="separator:a125559a7a69fa479cbbfb9d90349d60a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab4fd997ff73aaa4692e60c90ea0a0aa7"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ab4fd997ff73aaa4692e60c90ea0a0aa7">SetPosition</a> (float x, float y)</td></tr>
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<tr class="memdesc:ab4fd997ff73aaa4692e60c90ea0a0aa7"><td class="mdescLeft"> </td><td class="mdescRight">Set the position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ab4fd997ff73aaa4692e60c90ea0a0aa7">More...</a><br/></td></tr>
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<tr class="separator:ab4fd997ff73aaa4692e60c90ea0a0aa7"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9520e2fd469d9cc273dbd44d7e28aaf5"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a9520e2fd469d9cc273dbd44d7e28aaf5">SetPosition</a> (<a class="el" href="class_otter_1_1_entity.html">Entity</a> e, float offsetX=0, float offsetY=0)</td></tr>
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<tr class="memdesc:a9520e2fd469d9cc273dbd44d7e28aaf5"><td class="mdescLeft"> </td><td class="mdescRight">Set the position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to another <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s position. <a href="#a9520e2fd469d9cc273dbd44d7e28aaf5">More...</a><br/></td></tr>
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<tr class="separator:a9520e2fd469d9cc273dbd44d7e28aaf5"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a221bc7fe3c26a5b3217df7e64546a9ed"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a221bc7fe3c26a5b3217df7e64546a9ed">SetPosition</a> (<a class="el" href="struct_otter_1_1_vector2.html">Vector2</a> v)</td></tr>
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<tr class="memdesc:a221bc7fe3c26a5b3217df7e64546a9ed"><td class="mdescLeft"> </td><td class="mdescRight">Set the position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a221bc7fe3c26a5b3217df7e64546a9ed">More...</a><br/></td></tr>
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<tr class="separator:a221bc7fe3c26a5b3217df7e64546a9ed"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:abe8d5bee0501723af95647988cb800b4"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#abe8d5bee0501723af95647988cb800b4">AddGraphic< T ></a> (T g)</td></tr>
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<tr class="memdesc:abe8d5bee0501723af95647988cb800b4"><td class="mdescLeft"> </td><td class="mdescRight">Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#abe8d5bee0501723af95647988cb800b4">More...</a><br/></td></tr>
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<tr class="separator:abe8d5bee0501723af95647988cb800b4"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aecb3ba42571550ab6efe12d1a6e4fbcb"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aecb3ba42571550ab6efe12d1a6e4fbcb">AddGraphic< T ></a> (T g, float x, float y)</td></tr>
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<tr class="memdesc:aecb3ba42571550ab6efe12d1a6e4fbcb"><td class="mdescLeft"> </td><td class="mdescRight">Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#aecb3ba42571550ab6efe12d1a6e4fbcb">More...</a><br/></td></tr>
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<tr class="separator:aecb3ba42571550ab6efe12d1a6e4fbcb"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8d3bf254a08c013f9f0d923737d68cf1"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_graphic.html">Graphic</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a8d3bf254a08c013f9f0d923737d68cf1">AddGraphics</a> (params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] graphics)</td></tr>
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<tr class="memdesc:a8d3bf254a08c013f9f0d923737d68cf1"><td class="mdescLeft"> </td><td class="mdescRight">Adds the graphics to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a8d3bf254a08c013f9f0d923737d68cf1">More...</a><br/></td></tr>
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<tr class="separator:a8d3bf254a08c013f9f0d923737d68cf1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aec5feb1095172a8560e6bb91ef866da5"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aec5feb1095172a8560e6bb91ef866da5">AddGraphicGUI< T ></a> (T g)</td></tr>
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<tr class="memdesc:aec5feb1095172a8560e6bb91ef866da5"><td class="mdescLeft"> </td><td class="mdescRight">Adds a graphic to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and sets its Scroll value to 0. <a href="#aec5feb1095172a8560e6bb91ef866da5">More...</a><br/></td></tr>
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<tr class="separator:aec5feb1095172a8560e6bb91ef866da5"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ad7fd0a7e50353eb281b80a3b23d001e8"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ad7fd0a7e50353eb281b80a3b23d001e8">AddGraphicGUI< T ></a> (T g, float x, float y)</td></tr>
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<tr class="memdesc:ad7fd0a7e50353eb281b80a3b23d001e8"><td class="mdescLeft"> </td><td class="mdescRight">Adds a graphic to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and sets its Scroll value to 0. <a href="#ad7fd0a7e50353eb281b80a3b23d001e8">More...</a><br/></td></tr>
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<tr class="separator:ad7fd0a7e50353eb281b80a3b23d001e8"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9f5fbbe96277c10ae532585a16101944"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_graphic.html">Graphic</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a9f5fbbe96277c10ae532585a16101944">AddGraphicsGUI</a> (params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] graphics)</td></tr>
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<tr class="memdesc:a9f5fbbe96277c10ae532585a16101944"><td class="mdescLeft"> </td><td class="mdescRight">Adds Graphics to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and sets their Scroll values to 0. <a href="#a9f5fbbe96277c10ae532585a16101944">More...</a><br/></td></tr>
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<tr class="memitem:ad06804c2534d848b322195e201b0dad1"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ad06804c2534d848b322195e201b0dad1">RemoveGraphic< T ></a> (T g)</td></tr>
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<tr class="memdesc:ad06804c2534d848b322195e201b0dad1"><td class="mdescLeft"> </td><td class="mdescRight">Removes a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ad06804c2534d848b322195e201b0dad1">More...</a><br/></td></tr>
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<tr class="memitem:abc642c9e40c5ae385ef15318de8d7a6d"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#abc642c9e40c5ae385ef15318de8d7a6d">RemoveGraphics</a> (params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] g)</td></tr>
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<tr class="memdesc:abc642c9e40c5ae385ef15318de8d7a6d"><td class="mdescLeft"> </td><td class="mdescRight">Removes Graphics from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#abc642c9e40c5ae385ef15318de8d7a6d">More...</a><br/></td></tr>
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<tr class="memitem:a894d63858c64654b06ce0dcf873c1a53"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a894d63858c64654b06ce0dcf873c1a53">ClearGraphics</a> ()</td></tr>
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<tr class="memdesc:a894d63858c64654b06ce0dcf873c1a53"><td class="mdescLeft"> </td><td class="mdescRight">Remove all the graphics from the entity. <a href="#a894d63858c64654b06ce0dcf873c1a53">More...</a><br/></td></tr>
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<tr class="memitem:a95df4380a17c4315871bb2d64507a49d"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a95df4380a17c4315871bb2d64507a49d">AddComponent< T ></a> (T c)</td></tr>
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<tr class="memdesc:a95df4380a17c4315871bb2d64507a49d"><td class="mdescLeft"> </td><td class="mdescRight">Adds a component to the entity. <a href="#a95df4380a17c4315871bb2d64507a49d">More...</a><br/></td></tr>
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<tr class="memitem:a19bb873bc3852722fae8abdcc5b704d6"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a19bb873bc3852722fae8abdcc5b704d6">AddComponent< T ></a> (params object[] constructorArgs)</td></tr>
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<tr class="memdesc:a19bb873bc3852722fae8abdcc5b704d6"><td class="mdescLeft"> </td><td class="mdescRight">Creates and adds a <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> to the entity. <a href="#a19bb873bc3852722fae8abdcc5b704d6">More...</a><br/></td></tr>
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<tr class="memitem:a1155f69298fdf6d58b7b544a76006f81"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_component.html">Component</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a1155f69298fdf6d58b7b544a76006f81">AddComponents</a> (params <a class="el" href="class_otter_1_1_component.html">Component</a>[] c)</td></tr>
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<tr class="memdesc:a1155f69298fdf6d58b7b544a76006f81"><td class="mdescLeft"> </td><td class="mdescRight">Add multiple components to the entity. <a href="#a1155f69298fdf6d58b7b544a76006f81">More...</a><br/></td></tr>
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<tr class="memitem:a76e0fa6d9d444f56df7867a136421328"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a76e0fa6d9d444f56df7867a136421328">RemoveComponent< T ></a> (T c)</td></tr>
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<tr class="memdesc:a76e0fa6d9d444f56df7867a136421328"><td class="mdescLeft"> </td><td class="mdescRight">Removes a component from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a76e0fa6d9d444f56df7867a136421328">More...</a><br/></td></tr>
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<tr class="separator:a76e0fa6d9d444f56df7867a136421328"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a73b37452dfb4e5b13d063161f47bbba8"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a73b37452dfb4e5b13d063161f47bbba8">RemoveComponent< T ></a> ()</td></tr>
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<tr class="memdesc:a73b37452dfb4e5b13d063161f47bbba8"><td class="mdescLeft"> </td><td class="mdescRight">Removes the first component of type T from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a73b37452dfb4e5b13d063161f47bbba8">More...</a><br/></td></tr>
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<tr class="memitem:a4006da0785a94c358700200e2f3c62b9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a4006da0785a94c358700200e2f3c62b9">ClearComponents</a> ()</td></tr>
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<tr class="memdesc:a4006da0785a94c358700200e2f3c62b9"><td class="mdescLeft"> </td><td class="mdescRight">Remove all components from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a4006da0785a94c358700200e2f3c62b9">More...</a><br/></td></tr>
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<tr class="memitem:a7facaf09125ef7830cc4148d90a287a9"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a7facaf09125ef7830cc4148d90a287a9">AddSurface</a> (<a class="el" href="class_otter_1_1_surface.html">Surface</a> target)</td></tr>
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<tr class="memdesc:a7facaf09125ef7830cc4148d90a287a9"><td class="mdescLeft"> </td><td class="mdescRight">Add a surface that the entity should render to. <a href="#a7facaf09125ef7830cc4148d90a287a9">More...</a><br/></td></tr>
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<tr class="memitem:a829519408c7951ffecd3b721255fe5b4"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a829519408c7951ffecd3b721255fe5b4">RemoveSurface</a> (<a class="el" href="class_otter_1_1_surface.html">Surface</a> target)</td></tr>
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<tr class="memdesc:a829519408c7951ffecd3b721255fe5b4"><td class="mdescLeft"> </td><td class="mdescRight">Remove a surface from the list of surfaces that the entity should render to. <a href="#a829519408c7951ffecd3b721255fe5b4">More...</a><br/></td></tr>
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<tr class="memitem:a89391e9ce08a18be180032c0cf9d5277"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a89391e9ce08a18be180032c0cf9d5277">ClearSurfaces</a> ()</td></tr>
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<tr class="memdesc:a89391e9ce08a18be180032c0cf9d5277"><td class="mdescLeft"> </td><td class="mdescRight">Remove all Surfaces from the list of Surfaces that the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> should render to. <a href="#a89391e9ce08a18be180032c0cf9d5277">More...</a><br/></td></tr>
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<tr class="memitem:a7a45eaf73ad7f0d901c5860d8029deb8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_box_collider.html">BoxCollider</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a7a45eaf73ad7f0d901c5860d8029deb8">SetHitbox</a> (int width, int height, params int[] tags)</td></tr>
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<tr class="memdesc:a7a45eaf73ad7f0d901c5860d8029deb8"><td class="mdescLeft"> </td><td class="mdescRight">Shortcut to set the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> of the entity to a <a class="el" href="class_otter_1_1_box_collider.html" title="Rectangle Collider. ">BoxCollider</a>. Using this will set the "Hitbox" field to this <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#a7a45eaf73ad7f0d901c5860d8029deb8">More...</a><br/></td></tr>
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<tr class="memitem:af02451ef1e1bc850934da9dd9950462a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_box_collider.html">BoxCollider</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#af02451ef1e1bc850934da9dd9950462a">SetHitbox</a> (int width, int height, Enum tag, params Enum[] tags)</td></tr>
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<tr class="memdesc:af02451ef1e1bc850934da9dd9950462a"><td class="mdescLeft"> </td><td class="mdescRight">Shortcut to set the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> of the entity to a <a class="el" href="class_otter_1_1_box_collider.html" title="Rectangle Collider. ">BoxCollider</a>. Using this will set the "Hitbox" field to this <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#af02451ef1e1bc850934da9dd9950462a">More...</a><br/></td></tr>
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<tr class="memitem:a4dfa0e05d292f07870c9bb0b04538266"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a4dfa0e05d292f07870c9bb0b04538266">GetEntity< T ></a> ()</td></tr>
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<tr class="memdesc:a4dfa0e05d292f07870c9bb0b04538266"><td class="mdescLeft"> </td><td class="mdescRight">Get the first instance of an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T in this <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a4dfa0e05d292f07870c9bb0b04538266">More...</a><br/></td></tr>
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<tr class="memitem:a5d0e47e6254ffa8c54179f58f79ee3f3"><td class="memItemLeft" align="right" valign="top">List< T > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a5d0e47e6254ffa8c54179f58f79ee3f3">GetEntities< T ></a> ()</td></tr>
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<tr class="memdesc:a5d0e47e6254ffa8c54179f58f79ee3f3"><td class="mdescLeft"> </td><td class="mdescRight">Get a list of entities of type T from this <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a5d0e47e6254ffa8c54179f58f79ee3f3">More...</a><br/></td></tr>
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<tr class="separator:a5d0e47e6254ffa8c54179f58f79ee3f3"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9634629373ebab589e04d8255178deec"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a9634629373ebab589e04d8255178deec">GetComponent< T ></a> ()</td></tr>
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<tr class="memdesc:a9634629373ebab589e04d8255178deec"><td class="mdescLeft"> </td><td class="mdescRight">Get the first <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> of type T. <a href="#a9634629373ebab589e04d8255178deec">More...</a><br/></td></tr>
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<tr class="memitem:aec8eb43946683130da7f2e387f16914b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_component.html">Component</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aec8eb43946683130da7f2e387f16914b">GetComponent</a> (Type type)</td></tr>
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<tr class="memdesc:aec8eb43946683130da7f2e387f16914b"><td class="mdescLeft"> </td><td class="mdescRight">Get the first <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> of Type type. <a href="#aec8eb43946683130da7f2e387f16914b">More...</a><br/></td></tr>
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<tr class="memitem:ac3f1de15a5ba734bec343bfdc4cada70"><td class="memItemLeft" align="right" valign="top">List< T > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ac3f1de15a5ba734bec343bfdc4cada70">GetComponents< T ></a> ()</td></tr>
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<tr class="memdesc:ac3f1de15a5ba734bec343bfdc4cada70"><td class="mdescLeft"> </td><td class="mdescRight">Get all Components of type T. <a href="#ac3f1de15a5ba734bec343bfdc4cada70">More...</a><br/></td></tr>
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<tr class="memitem:aa6da867889a2dd2357ab8727326a80a7"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aa6da867889a2dd2357ab8727326a80a7">GetGraphic< T ></a> ()</td></tr>
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<tr class="memdesc:aa6da867889a2dd2357ab8727326a80a7"><td class="mdescLeft"> </td><td class="mdescRight">Get the first graphic of type T. <a href="#aa6da867889a2dd2357ab8727326a80a7">More...</a><br/></td></tr>
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<tr class="memitem:a65ca94cbe3aefab5ee682cc61212fa42"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a65ca94cbe3aefab5ee682cc61212fa42">GetCollider< T ></a> ()</td></tr>
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<tr class="memdesc:a65ca94cbe3aefab5ee682cc61212fa42"><td class="mdescLeft"> </td><td class="mdescRight">Get the first collider of type T. <a href="#a65ca94cbe3aefab5ee682cc61212fa42">More...</a><br/></td></tr>
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<tr class="memitem:a42a23aaf11d38948125f12e2c6ad7e11"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a42a23aaf11d38948125f12e2c6ad7e11">AddCollider< T ></a> (T c)</td></tr>
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<tr class="memdesc:a42a23aaf11d38948125f12e2c6ad7e11"><td class="mdescLeft"> </td><td class="mdescRight">Add a collider to the entity. <a href="#a42a23aaf11d38948125f12e2c6ad7e11">More...</a><br/></td></tr>
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<tr class="memitem:afc3f45e8fba6d1ab93fe018d2d818410"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#afc3f45e8fba6d1ab93fe018d2d818410">RemoveCollider< T ></a> (T c)</td></tr>
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<tr class="memdesc:afc3f45e8fba6d1ab93fe018d2d818410"><td class="mdescLeft"> </td><td class="mdescRight">Remove the collider from the entity. <a href="#afc3f45e8fba6d1ab93fe018d2d818410">More...</a><br/></td></tr>
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<tr class="memitem:afcf1413aabcb35b75dc2c4e4fb4cc2ef"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#afcf1413aabcb35b75dc2c4e4fb4cc2ef">ClearColliders</a> ()</td></tr>
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<tr class="memdesc:afcf1413aabcb35b75dc2c4e4fb4cc2ef"><td class="mdescLeft"> </td><td class="mdescRight">Remove all colliders from the entity. <a href="#afcf1413aabcb35b75dc2c4e4fb4cc2ef">More...</a><br/></td></tr>
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<tr class="memitem:ab31f6eff3484b21e6db6196bf72c822a"><td class="memItemLeft" align="right" valign="top">T </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ab31f6eff3484b21e6db6196bf72c822a">SetCollider< T ></a> (T c)</td></tr>
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<tr class="memdesc:ab31f6eff3484b21e6db6196bf72c822a"><td class="mdescLeft"> </td><td class="mdescRight">Remove all current colliders and set collider to a new one. <a href="#ab31f6eff3484b21e6db6196bf72c822a">More...</a><br/></td></tr>
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<tr class="memitem:aba7f478d61d132cd60fced2a83427de1"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_collider.html">Collider</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aba7f478d61d132cd60fced2a83427de1">AddColliders</a> (params <a class="el" href="class_otter_1_1_collider.html">Collider</a>[] colliders)</td></tr>
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<tr class="memdesc:aba7f478d61d132cd60fced2a83427de1"><td class="mdescLeft"> </td><td class="mdescRight">Adds colliders to the entity. <a href="#aba7f478d61d132cd60fced2a83427de1">More...</a><br/></td></tr>
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<tr class="separator:aba7f478d61d132cd60fced2a83427de1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a40e75b2c77bf07460f0040e2bc8cee54"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a40e75b2c77bf07460f0040e2bc8cee54">RemoveColliders</a> (params <a class="el" href="class_otter_1_1_collider.html">Collider</a>[] colliders)</td></tr>
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<tr class="memdesc:a40e75b2c77bf07460f0040e2bc8cee54"><td class="mdescLeft"> </td><td class="mdescRight">Removes colliders from the entity. <a href="#a40e75b2c77bf07460f0040e2bc8cee54">More...</a><br/></td></tr>
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<tr class="separator:a40e75b2c77bf07460f0040e2bc8cee54"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aec7f76dcece9f096de030e19e4cb44a3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_collider.html">Collider</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aec7f76dcece9f096de030e19e4cb44a3">Collide</a> (float x, float y, params int[] tags)</td></tr>
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<tr class="memdesc:aec7f76dcece9f096de030e19e4cb44a3"><td class="mdescLeft"> </td><td class="mdescRight">Checks for a collision using the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#aec7f76dcece9f096de030e19e4cb44a3">More...</a><br/></td></tr>
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<tr class="separator:aec7f76dcece9f096de030e19e4cb44a3"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab7118727cd35c999160a648c0027dd01"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_collider.html">Collider</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ab7118727cd35c999160a648c0027dd01">Collide</a> (float x, float y, params Enum[] tags)</td></tr>
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<tr class="memdesc:ab7118727cd35c999160a648c0027dd01"><td class="mdescLeft"> </td><td class="mdescRight">Checks for a collision using the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#ab7118727cd35c999160a648c0027dd01">More...</a><br/></td></tr>
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<tr class="separator:ab7118727cd35c999160a648c0027dd01"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a2c8b410d5507883f7a104247ca48b50e"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_collider.html">Collider</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a2c8b410d5507883f7a104247ca48b50e">CollideList</a> (float x, float y, params int[] tags)</td></tr>
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<tr class="memdesc:a2c8b410d5507883f7a104247ca48b50e"><td class="mdescLeft"> </td><td class="mdescRight">Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#a2c8b410d5507883f7a104247ca48b50e">More...</a><br/></td></tr>
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<tr class="separator:a2c8b410d5507883f7a104247ca48b50e"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a2b386c40ba5e1daa45fca438e41064da"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_collider.html">Collider</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a2b386c40ba5e1daa45fca438e41064da">CollideList</a> (float x, float y, params Enum[] tags)</td></tr>
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<tr class="memdesc:a2b386c40ba5e1daa45fca438e41064da"><td class="mdescLeft"> </td><td class="mdescRight">Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#a2b386c40ba5e1daa45fca438e41064da">More...</a><br/></td></tr>
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<tr class="separator:a2b386c40ba5e1daa45fca438e41064da"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:afe92d35e30fed7203b450de131cbfadb"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#afe92d35e30fed7203b450de131cbfadb">CollideEntities</a> (float x, float y, params int[] tags)</td></tr>
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<tr class="memdesc:afe92d35e30fed7203b450de131cbfadb"><td class="mdescLeft"> </td><td class="mdescRight">Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#afe92d35e30fed7203b450de131cbfadb">More...</a><br/></td></tr>
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<tr class="separator:afe92d35e30fed7203b450de131cbfadb"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:abef7878a9abf302d55b3da12143cc906"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_entity.html">Entity</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#abef7878a9abf302d55b3da12143cc906">CollideEntities</a> (float x, float y, params Enum[] tags)</td></tr>
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<tr class="memdesc:abef7878a9abf302d55b3da12143cc906"><td class="mdescLeft"> </td><td class="mdescRight">Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#abef7878a9abf302d55b3da12143cc906">More...</a><br/></td></tr>
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<tr class="memitem:acdea95ab2325ccac74cecab6fdf16a6d"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="acdea95ab2325ccac74cecab6fdf16a6d"></a>
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List< T > </td><td class="memItemRight" valign="bottom"><b>CollideEntities< T ></b> (float x, float y, List< T > entities)</td></tr>
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<tr class="memitem:ab357a2b0f55f5af724661c781771b8d9"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab357a2b0f55f5af724661c781771b8d9"></a>
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List< T > </td><td class="memItemRight" valign="bottom"><b>CollideEntities< T ></b> (float x, float y, params int[] tags)</td></tr>
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<tr class="separator:ab357a2b0f55f5af724661c781771b8d9"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a2760e7c91f28319737562c0e54a723bf"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a2760e7c91f28319737562c0e54a723bf"></a>
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List< T > </td><td class="memItemRight" valign="bottom"><b>CollideEntities< T ></b> (float x, float y, params Enum[] tags)</td></tr>
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<tr class="separator:a2760e7c91f28319737562c0e54a723bf"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aecc390ea01cd98b31bee3905d098f02a"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aecc390ea01cd98b31bee3905d098f02a">Overlap</a> (float x, float y, params int[] tags)</td></tr>
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<tr class="memdesc:aecc390ea01cd98b31bee3905d098f02a"><td class="mdescLeft"> </td><td class="mdescRight">Checks for an overlap using the first available collider. <a href="#aecc390ea01cd98b31bee3905d098f02a">More...</a><br/></td></tr>
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<tr class="separator:aecc390ea01cd98b31bee3905d098f02a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:adddc2f21081eab4916770380c0bcf194"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#adddc2f21081eab4916770380c0bcf194">Overlap</a> (float x, float y, params Enum[] tags)</td></tr>
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<tr class="memdesc:adddc2f21081eab4916770380c0bcf194"><td class="mdescLeft"> </td><td class="mdescRight">Checks for an overlap using the first available collider. <a href="#adddc2f21081eab4916770380c0bcf194">More...</a><br/></td></tr>
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<tr class="separator:adddc2f21081eab4916770380c0bcf194"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a91790c52bfe7895efec70fb5acef735a"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a91790c52bfe7895efec70fb5acef735a">Overlap</a> (float x, float y, <a class="el" href="class_otter_1_1_entity.html">Entity</a> e)</td></tr>
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<tr class="memdesc:a91790c52bfe7895efec70fb5acef735a"><td class="mdescLeft"> </td><td class="mdescRight">Checks for an overlap using the first available collider. <a href="#a91790c52bfe7895efec70fb5acef735a">More...</a><br/></td></tr>
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<tr class="separator:a91790c52bfe7895efec70fb5acef735a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a749918823d3783e8f2ced08be6fabe56"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a749918823d3783e8f2ced08be6fabe56">Added</a> ()</td></tr>
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<tr class="memdesc:a749918823d3783e8f2ced08be6fabe56"><td class="mdescLeft"> </td><td class="mdescRight">Called when the entity is added to a scene. The reference to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is available here. <a href="#a749918823d3783e8f2ced08be6fabe56">More...</a><br/></td></tr>
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<tr class="separator:a749918823d3783e8f2ced08be6fabe56"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ac3d159a69680264379ee4e704add6181"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ac3d159a69680264379ee4e704add6181">Removed</a> ()</td></tr>
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<tr class="memdesc:ac3d159a69680264379ee4e704add6181"><td class="mdescLeft"> </td><td class="mdescRight">Called when the entity is removed from a scene. The reference to <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is now null. <a href="#ac3d159a69680264379ee4e704add6181">More...</a><br/></td></tr>
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<tr class="separator:ac3d159a69680264379ee4e704add6181"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a411f2f64c5012f0c61c3154d48d85209"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a411f2f64c5012f0c61c3154d48d85209">SceneBegin</a> ()</td></tr>
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<tr class="memdesc:a411f2f64c5012f0c61c3154d48d85209"><td class="mdescLeft"> </td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> begins. <a href="#a411f2f64c5012f0c61c3154d48d85209">More...</a><br/></td></tr>
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<tr class="separator:a411f2f64c5012f0c61c3154d48d85209"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a6ed763ddde82831fa18bbf47a4062376"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a6ed763ddde82831fa18bbf47a4062376">SceneEnd</a> ()</td></tr>
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<tr class="memdesc:a6ed763ddde82831fa18bbf47a4062376"><td class="mdescLeft"> </td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> ends. <a href="#a6ed763ddde82831fa18bbf47a4062376">More...</a><br/></td></tr>
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<tr class="separator:a6ed763ddde82831fa18bbf47a4062376"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a987d493540dcc657c26832e4ee5d61e4"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a987d493540dcc657c26832e4ee5d61e4">ScenePause</a> ()</td></tr>
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<tr class="memdesc:a987d493540dcc657c26832e4ee5d61e4"><td class="mdescLeft"> </td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is paused. <a href="#a987d493540dcc657c26832e4ee5d61e4">More...</a><br/></td></tr>
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<tr class="separator:a987d493540dcc657c26832e4ee5d61e4"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a5673e5b658f123e24fd8ee5b797317b1"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a5673e5b658f123e24fd8ee5b797317b1">SceneResume</a> ()</td></tr>
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<tr class="memdesc:a5673e5b658f123e24fd8ee5b797317b1"><td class="mdescLeft"> </td><td class="mdescRight">Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is resumed. <a href="#a5673e5b658f123e24fd8ee5b797317b1">More...</a><br/></td></tr>
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<tr class="memitem:a5542f370203aebf3796c2e9c0afd2b38"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a5542f370203aebf3796c2e9c0afd2b38">Paused</a> ()</td></tr>
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<tr class="memdesc:a5542f370203aebf3796c2e9c0afd2b38"><td class="mdescLeft"> </td><td class="mdescRight">Called when the entity is paused by the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a5542f370203aebf3796c2e9c0afd2b38">More...</a><br/></td></tr>
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<tr class="separator:a5542f370203aebf3796c2e9c0afd2b38"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8d67d03137fe99578738f653fe137c32"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a8d67d03137fe99578738f653fe137c32">Resumed</a> ()</td></tr>
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<tr class="memdesc:a8d67d03137fe99578738f653fe137c32"><td class="mdescLeft"> </td><td class="mdescRight">Called when the entity is resumed by the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a8d67d03137fe99578738f653fe137c32">More...</a><br/></td></tr>
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<tr class="memitem:a2bbe339dee3372d465700510d3ad6d52"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_tween.html">Tween</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a2bbe339dee3372d465700510d3ad6d52">Tween</a> (object target, object values, float duration, float delay=0)</td></tr>
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<tr class="memdesc:a2bbe339dee3372d465700510d3ad6d52"><td class="mdescLeft"> </td><td class="mdescRight">Tweens a set of numeric properties on an object. <a href="#a2bbe339dee3372d465700510d3ad6d52">More...</a><br/></td></tr>
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<tr class="separator:a2bbe339dee3372d465700510d3ad6d52"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aaf3d10b7a4bb8d8585931edefe362aef"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aaf3d10b7a4bb8d8585931edefe362aef">UpdateFirst</a> ()</td></tr>
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<tr class="memdesc:aaf3d10b7a4bb8d8585931edefe362aef"><td class="mdescLeft"> </td><td class="mdescRight">Called first during the update. Happens before Update. <a href="#aaf3d10b7a4bb8d8585931edefe362aef">More...</a><br/></td></tr>
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<tr class="separator:aaf3d10b7a4bb8d8585931edefe362aef"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a3ff7f76ff681fafd9cdb17f830ffe04c"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a3ff7f76ff681fafd9cdb17f830ffe04c">UpdateLast</a> ()</td></tr>
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<tr class="memdesc:a3ff7f76ff681fafd9cdb17f830ffe04c"><td class="mdescLeft"> </td><td class="mdescRight">Called last during the update. Happens after Update. <a href="#a3ff7f76ff681fafd9cdb17f830ffe04c">More...</a><br/></td></tr>
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<tr class="separator:a3ff7f76ff681fafd9cdb17f830ffe04c"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a603fbbac43a858a20e4e653573050104"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a603fbbac43a858a20e4e653573050104">Update</a> ()</td></tr>
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<tr class="memdesc:a603fbbac43a858a20e4e653573050104"><td class="mdescLeft"> </td><td class="mdescRight">Called during the update of the game. <a href="#a603fbbac43a858a20e4e653573050104">More...</a><br/></td></tr>
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<tr class="memitem:afc0d3c70647156fc901db1127c3af636"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#afc0d3c70647156fc901db1127c3af636">Render</a> ()</td></tr>
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<tr class="memdesc:afc0d3c70647156fc901db1127c3af636"><td class="mdescLeft"> </td><td class="mdescRight">Called when the entity is rendering to the screen. <a href="#afc0d3c70647156fc901db1127c3af636">More...</a><br/></td></tr>
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<tr class="memitem:a7e74003944f2082965f045a19d5ec4a6"><td class="memItemLeft" align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a7e74003944f2082965f045a19d5ec4a6">Prerender</a> ()</td></tr>
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<tr class="memdesc:a7e74003944f2082965f045a19d5ec4a6"><td class="mdescLeft"> </td><td class="mdescRight">Called before an entity is rendered. Things rendered here will appear below the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s Graphics. <a href="#a7e74003944f2082965f045a19d5ec4a6">More...</a><br/></td></tr>
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<tr class="memitem:a6f3b4e29d2931195573fbd31240b60bf"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a6f3b4e29d2931195573fbd31240b60bf">RemoveSelf</a> ()</td></tr>
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<tr class="memdesc:a6f3b4e29d2931195573fbd31240b60bf"><td class="mdescLeft"> </td><td class="mdescRight">Remove this entity from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> it's in. <a href="#a6f3b4e29d2931195573fbd31240b60bf">More...</a><br/></td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
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Public Attributes</h2></td></tr>
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<tr class="memitem:ae9d1abad33103378ec98713f1aa223f7"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ae9d1abad33103378ec98713f1aa223f7">X</a></td></tr>
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<tr class="memdesc:ae9d1abad33103378ec98713f1aa223f7"><td class="mdescLeft"> </td><td class="mdescRight">The X position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#ae9d1abad33103378ec98713f1aa223f7">More...</a><br/></td></tr>
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<tr class="memitem:a8ae41cfb48c3d01bc595ea84fed452a8"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a8ae41cfb48c3d01bc595ea84fed452a8">Y</a></td></tr>
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<tr class="memdesc:a8ae41cfb48c3d01bc595ea84fed452a8"><td class="mdescLeft"> </td><td class="mdescRight">The Y position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. <a href="#a8ae41cfb48c3d01bc595ea84fed452a8">More...</a><br/></td></tr>
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<tr class="separator:a8ae41cfb48c3d01bc595ea84fed452a8"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:add6f69e7e847684b4da71493e9aa6585"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#add6f69e7e847684b4da71493e9aa6585">Timer</a></td></tr>
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<tr class="memdesc:add6f69e7e847684b4da71493e9aa6585"><td class="mdescLeft"> </td><td class="mdescRight">How long the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> has been active. <a href="#add6f69e7e847684b4da71493e9aa6585">More...</a><br/></td></tr>
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<tr class="memitem:a5b6f7c9d19a89f90f1abea1408639eaf"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a5b6f7c9d19a89f90f1abea1408639eaf">Visible</a> = true</td></tr>
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<tr class="memdesc:a5b6f7c9d19a89f90f1abea1408639eaf"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> will render. <a href="#a5b6f7c9d19a89f90f1abea1408639eaf">More...</a><br/></td></tr>
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<tr class="separator:a5b6f7c9d19a89f90f1abea1408639eaf"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a396b058410b538c2ce1731e1ae7af072"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a396b058410b538c2ce1731e1ae7af072">Collidable</a> = true</td></tr>
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<tr class="memdesc:a396b058410b538c2ce1731e1ae7af072"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> will collide with other entities. The entity can still check for collisions, but will not register as a collision with other entities. <a href="#a396b058410b538c2ce1731e1ae7af072">More...</a><br/></td></tr>
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<tr class="separator:a396b058410b538c2ce1731e1ae7af072"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a7ce8acbfaab35c399ce6bc792a1ee6df"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a7ce8acbfaab35c399ce6bc792a1ee6df">AutoUpdate</a> = true</td></tr>
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<tr class="memdesc:a7ce8acbfaab35c399ce6bc792a1ee6df"><td class="mdescLeft"> </td><td class="mdescRight">Deteremines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s update functions will run automatically from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a7ce8acbfaab35c399ce6bc792a1ee6df">More...</a><br/></td></tr>
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<tr class="separator:a7ce8acbfaab35c399ce6bc792a1ee6df"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a884eebfe610765de78bc107e4d3f4997"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a884eebfe610765de78bc107e4d3f4997">AutoRender</a> = true</td></tr>
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<tr class="memdesc:a884eebfe610765de78bc107e4d3f4997"><td class="mdescLeft"> </td><td class="mdescRight">Determines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s render functions will run automatically from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a884eebfe610765de78bc107e4d3f4997">More...</a><br/></td></tr>
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<tr class="memitem:af81265f4af1550ad98a7796a2da6300f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_tweener.html">Tweener</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#af81265f4af1550ad98a7796a2da6300f">Tweener</a> = new <a class="el" href="class_otter_1_1_tweener.html">Tweener</a>()</td></tr>
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<tr class="memdesc:af81265f4af1550ad98a7796a2da6300f"><td class="mdescLeft"> </td><td class="mdescRight">The tween manager that controls all tweens on this entity. <a href="#af81265f4af1550ad98a7796a2da6300f">More...</a><br/></td></tr>
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<tr class="memitem:a72d7647de31cd11c2fdb9b07aacad809"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a72d7647de31cd11c2fdb9b07aacad809">OnAdded</a> = delegate { }</td></tr>
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<tr class="memdesc:a72d7647de31cd11c2fdb9b07aacad809"><td class="mdescLeft"> </td><td class="mdescRight">An action that fires when the entity is added to a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a72d7647de31cd11c2fdb9b07aacad809">More...</a><br/></td></tr>
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<tr class="memitem:a40144604bbbcc1280f12e600d0c3bd13"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a40144604bbbcc1280f12e600d0c3bd13">OnUpdate</a> = delegate { }</td></tr>
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<tr class="memdesc:a40144604bbbcc1280f12e600d0c3bd13"><td class="mdescLeft"> </td><td class="mdescRight">An action that fires when the entity is updated. <a href="#a40144604bbbcc1280f12e600d0c3bd13">More...</a><br/></td></tr>
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<tr class="memitem:aea6f37c54425269c4e4e2a1bf24e9bb4"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aea6f37c54425269c4e4e2a1bf24e9bb4">OnUpdateFirst</a> = delegate { }</td></tr>
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<tr class="memdesc:aea6f37c54425269c4e4e2a1bf24e9bb4"><td class="mdescLeft"> </td><td class="mdescRight">An action that fires in the entity's <a class="el" href="class_otter_1_1_entity.html#aaf3d10b7a4bb8d8585931edefe362aef" title="Called first during the update. Happens before Update. ">UpdateFirst()</a>. <a href="#aea6f37c54425269c4e4e2a1bf24e9bb4">More...</a><br/></td></tr>
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<tr class="separator:aea6f37c54425269c4e4e2a1bf24e9bb4"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a0f81e0d3f12341adedb3136433034cee"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a0f81e0d3f12341adedb3136433034cee">OnUpdateLast</a> = delegate { }</td></tr>
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<tr class="memdesc:a0f81e0d3f12341adedb3136433034cee"><td class="mdescLeft"> </td><td class="mdescRight">An action that is fired in the entity's <a class="el" href="class_otter_1_1_entity.html#a3ff7f76ff681fafd9cdb17f830ffe04c" title="Called last during the update. Happens after Update. ">UpdateLast()</a>. <a href="#a0f81e0d3f12341adedb3136433034cee">More...</a><br/></td></tr>
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<tr class="memitem:a46e362f759dca5b10db35082a620ecdd"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a46e362f759dca5b10db35082a620ecdd">OnRemoved</a> = delegate { }</td></tr>
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<tr class="memdesc:a46e362f759dca5b10db35082a620ecdd"><td class="mdescLeft"> </td><td class="mdescRight">An action that fires when the entity is removed from a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a46e362f759dca5b10db35082a620ecdd">More...</a><br/></td></tr>
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<tr class="memitem:a06a0c72675844d36e2184a50c0f416a6"><td class="memItemLeft" align="right" valign="top">Action </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a06a0c72675844d36e2184a50c0f416a6">OnRender</a> = delegate { }</td></tr>
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<tr class="memdesc:a06a0c72675844d36e2184a50c0f416a6"><td class="mdescLeft"> </td><td class="mdescRight">An action that fires when the entity is rendered. <a href="#a06a0c72675844d36e2184a50c0f416a6">More...</a><br/></td></tr>
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<tr class="separator:a06a0c72675844d36e2184a50c0f416a6"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a67427670a92517ff0c1dc9a66890041f"><td class="memItemLeft" align="right" valign="top">string </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a67427670a92517ff0c1dc9a66890041f">Name</a></td></tr>
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<tr class="memdesc:a67427670a92517ff0c1dc9a66890041f"><td class="mdescLeft"> </td><td class="mdescRight">The name of this entity. Default's to the Type name. <a href="#a67427670a92517ff0c1dc9a66890041f">More...</a><br/></td></tr>
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<tr class="separator:a67427670a92517ff0c1dc9a66890041f"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a4ef1b5d2a778ade09ed1889c0dae609e"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a4ef1b5d2a778ade09ed1889c0dae609e">Layer</a></td></tr>
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<tr class="memdesc:a4ef1b5d2a778ade09ed1889c0dae609e"><td class="mdescLeft"> </td><td class="mdescRight">The order in which to render this entity. Higher numbers draw later. <a href="#a4ef1b5d2a778ade09ed1889c0dae609e">More...</a><br/></td></tr>
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<tr class="separator:a4ef1b5d2a778ade09ed1889c0dae609e"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:adbda14e63880c4eca16c4abb87d91145"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#adbda14e63880c4eca16c4abb87d91145">Order</a></td></tr>
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<tr class="memdesc:adbda14e63880c4eca16c4abb87d91145"><td class="mdescLeft"> </td><td class="mdescRight">The order in which to update this entity. Higher numbers update later. <a href="#adbda14e63880c4eca16c4abb87d91145">More...</a><br/></td></tr>
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<tr class="memitem:af31176ba72e3f7943346582060f17c09"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#af31176ba72e3f7943346582060f17c09">Group</a></td></tr>
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<tr class="memdesc:af31176ba72e3f7943346582060f17c09"><td class="mdescLeft"> </td><td class="mdescRight">The pause group this entity is a part of. <a href="#af31176ba72e3f7943346582060f17c09">More...</a><br/></td></tr>
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<tr class="memitem:a46a9e7469e8b1257f6ab0a724be51886"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a46a9e7469e8b1257f6ab0a724be51886">LifeSpan</a></td></tr>
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<tr class="memdesc:a46a9e7469e8b1257f6ab0a724be51886"><td class="mdescLeft"> </td><td class="mdescRight">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. <a href="#a46a9e7469e8b1257f6ab0a724be51886">More...</a><br/></td></tr>
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<tr class="separator:a46a9e7469e8b1257f6ab0a724be51886"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
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Properties</h2></td></tr>
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<tr class="memitem:a6ed5bf362c17169f301b6b3f2dc681c6"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a6ed5bf362c17169f301b6b3f2dc681c6">UpdatedOnce</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a6ed5bf362c17169f301b6b3f2dc681c6"><td class="mdescLeft"> </td><td class="mdescRight">Is true if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> has been updated by the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> at least once. <a href="#a6ed5bf362c17169f301b6b3f2dc681c6">More...</a><br/></td></tr>
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<tr class="memitem:a8d333258ecabac56f093a9d2d0f9c143"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="a8d333258ecabac56f093a9d2d0f9c143"></a>
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<a class="el" href="class_otter_1_1_component.html">Component</a> </td><td class="memItemRight" valign="bottom"><b>this[int id]</b><code> [get]</code></td></tr>
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<tr class="memitem:a446537c50a000741111eac5fda8490c6"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_graphic.html">Graphic</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a446537c50a000741111eac5fda8490c6">Graphics</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a446537c50a000741111eac5fda8490c6"><td class="mdescLeft"> </td><td class="mdescRight">The list of graphics to render. <a href="#a446537c50a000741111eac5fda8490c6">More...</a><br/></td></tr>
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<tr class="separator:a446537c50a000741111eac5fda8490c6"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a6dc38d98ff8390ba61ea260601831b81"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_component.html">Component</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a6dc38d98ff8390ba61ea260601831b81">Components</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a6dc38d98ff8390ba61ea260601831b81"><td class="mdescLeft"> </td><td class="mdescRight">The list of components to update and render. <a href="#a6dc38d98ff8390ba61ea260601831b81">More...</a><br/></td></tr>
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<tr class="separator:a6dc38d98ff8390ba61ea260601831b81"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a34312856f3a53eed0a00b82781cebf7a"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_collider.html">Collider</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a34312856f3a53eed0a00b82781cebf7a">Colliders</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a34312856f3a53eed0a00b82781cebf7a"><td class="mdescLeft"> </td><td class="mdescRight">The list of colliders to use for collision checks. <a href="#a34312856f3a53eed0a00b82781cebf7a">More...</a><br/></td></tr>
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<tr class="memitem:ae1820f917d0cd329ce2bd4020ee595ce"><td class="memItemLeft" align="right" valign="top">List< <a class="el" href="class_otter_1_1_surface.html">Surface</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ae1820f917d0cd329ce2bd4020ee595ce">Surfaces</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:ae1820f917d0cd329ce2bd4020ee595ce"><td class="mdescLeft"> </td><td class="mdescRight">The list of surfaces the entity should draw to. <a href="#ae1820f917d0cd329ce2bd4020ee595ce">More...</a><br/></td></tr>
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<tr class="memitem:a03aeae181feef086415ea7d823d66ceb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_scene.html">Scene</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a03aeae181feef086415ea7d823d66ceb">Scene</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a03aeae181feef086415ea7d823d66ceb"><td class="mdescLeft"> </td><td class="mdescRight">The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that controls and updates this entity. <a href="#a03aeae181feef086415ea7d823d66ceb">More...</a><br/></td></tr>
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<tr class="memitem:aef88e763a30be231d27def37e6a85f4e"><td class="memItemLeft" align="right" valign="top">int </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#aef88e763a30be231d27def37e6a85f4e">InstanceId</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:aef88e763a30be231d27def37e6a85f4e"><td class="mdescLeft"> </td><td class="mdescRight">The int id of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> for the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> its currently in. <a href="#aef88e763a30be231d27def37e6a85f4e">More...</a><br/></td></tr>
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<tr class="memitem:a0e85db74006efc318bb4721c954e62d1"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a0e85db74006efc318bb4721c954e62d1">IsInScene</a><code> [get]</code></td></tr>
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<tr class="memdesc:a0e85db74006efc318bb4721c954e62d1"><td class="mdescLeft"> </td><td class="mdescRight">Returns true if the entity is currently in a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>, or is queued to be added to a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> next update. <a href="#a0e85db74006efc318bb4721c954e62d1">More...</a><br/></td></tr>
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<tr class="memitem:ac1239f66f01a987e15a9cd6c0a9d0bad"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_surface.html">Surface</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ac1239f66f01a987e15a9cd6c0a9d0bad">Surface</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:ac1239f66f01a987e15a9cd6c0a9d0bad"><td class="mdescLeft"> </td><td class="mdescRight">The default <a class="el" href="class_otter_1_1_surface.html" title="Graphic that represents a render target. By default the game uses a master surface to render the game...">Surface</a> that the entity should render to. <a href="#ac1239f66f01a987e15a9cd6c0a9d0bad">More...</a><br/></td></tr>
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<tr class="memitem:ac8cad254919689c6e72855d9d7b21bd2"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ac8cad254919689c6e72855d9d7b21bd2">Overlapped</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:ac8cad254919689c6e72855d9d7b21bd2"><td class="mdescLeft"> </td><td class="mdescRight">The currently overlapped entity. This only works when using an Overlap collision check, and there is a result. <a href="#ac8cad254919689c6e72855d9d7b21bd2">More...</a><br/></td></tr>
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<tr class="memitem:a52b1c01f1ba601ccf9f2ef43f5b0b6ba"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_box_collider.html">BoxCollider</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a52b1c01f1ba601ccf9f2ef43f5b0b6ba">Hitbox</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a52b1c01f1ba601ccf9f2ef43f5b0b6ba"><td class="mdescLeft"> </td><td class="mdescRight">Set to a collider by using the SetHitbox method. Shortcut reference. <a href="#a52b1c01f1ba601ccf9f2ef43f5b0b6ba">More...</a><br/></td></tr>
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<tr class="separator:a52b1c01f1ba601ccf9f2ef43f5b0b6ba"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ab8fa160b54cc66ffd1af5fbc7d78c4c0"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_collider.html">Collider</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ab8fa160b54cc66ffd1af5fbc7d78c4c0">Collider</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:ab8fa160b54cc66ffd1af5fbc7d78c4c0"><td class="mdescLeft"> </td><td class="mdescRight">Returns the first available collider, or set the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. <a href="#ab8fa160b54cc66ffd1af5fbc7d78c4c0">More...</a><br/></td></tr>
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<tr class="memitem:ab317c2cb90ec98294720dbcfc5cc8995"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_input.html">Input</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ab317c2cb90ec98294720dbcfc5cc8995">Input</a><code> [get]</code></td></tr>
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<tr class="memdesc:ab317c2cb90ec98294720dbcfc5cc8995"><td class="mdescLeft"> </td><td class="mdescRight">A reference to the <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> object in the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> that controls the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#ab317c2cb90ec98294720dbcfc5cc8995">More...</a><br/></td></tr>
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<tr class="separator:ab317c2cb90ec98294720dbcfc5cc8995"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a2a6631de335a7395d07e0b9b4b8ad07f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_game.html">Game</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a2a6631de335a7395d07e0b9b4b8ad07f">Game</a><code> [get]</code></td></tr>
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<tr class="memdesc:a2a6631de335a7395d07e0b9b4b8ad07f"><td class="mdescLeft"> </td><td class="mdescRight">A reference to the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> that controls the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. <a href="#a2a6631de335a7395d07e0b9b4b8ad07f">More...</a><br/></td></tr>
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<tr class="separator:a2a6631de335a7395d07e0b9b4b8ad07f"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:abc7aef1767b55316ab6e4a1f18e215c1"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#abc7aef1767b55316ab6e4a1f18e215c1">IsPaused</a><code> [get]</code></td></tr>
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<tr class="memdesc:abc7aef1767b55316ab6e4a1f18e215c1"><td class="mdescLeft"> </td><td class="mdescRight">If the entity is currently paused by the scene. <a href="#abc7aef1767b55316ab6e4a1f18e215c1">More...</a><br/></td></tr>
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<tr class="separator:abc7aef1767b55316ab6e4a1f18e215c1"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9d08da9a4550ca521331e3711f34457f"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a9d08da9a4550ca521331e3711f34457f">ScreenX</a><code> [get]</code></td></tr>
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<tr class="memdesc:a9d08da9a4550ca521331e3711f34457f"><td class="mdescLeft"> </td><td class="mdescRight">The x position in screen space of the entity. <a href="#a9d08da9a4550ca521331e3711f34457f">More...</a><br/></td></tr>
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<tr class="separator:a9d08da9a4550ca521331e3711f34457f"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:acaf291c4807895a0f07be443b8fcbff3"><td class="memItemLeft" align="right" valign="top">float </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#acaf291c4807895a0f07be443b8fcbff3">ScreenY</a><code> [get]</code></td></tr>
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<tr class="memdesc:acaf291c4807895a0f07be443b8fcbff3"><td class="mdescLeft"> </td><td class="mdescRight">The y position in screen space of the entity. <a href="#acaf291c4807895a0f07be443b8fcbff3">More...</a><br/></td></tr>
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<tr class="memitem:ad5beab7073bffe726a9620e048a28a78"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_otter_1_1_graphic.html">Graphic</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#ad5beab7073bffe726a9620e048a28a78">Graphic</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:ad5beab7073bffe726a9620e048a28a78"><td class="mdescLeft"> </td><td class="mdescRight">Returns the first available graphic, or set the graphic. <a href="#ad5beab7073bffe726a9620e048a28a78">More...</a><br/></td></tr>
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<tr class="memitem:a0be500c4359944ab70af35cb500cbddf"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_otter_1_1_vector2.html">Vector2</a> </td><td class="memItemRight" valign="bottom"><a class="el" href="class_otter_1_1_entity.html#a0be500c4359944ab70af35cb500cbddf">Position</a><code> [get, set]</code></td></tr>
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<tr class="memdesc:a0be500c4359944ab70af35cb500cbddf"><td class="mdescLeft"> </td><td class="mdescRight">The position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> represented as a <a class="el" href="struct_otter_1_1_vector2.html" title="Struct for representing a Vector2. ">Vector2</a> <a href="#a0be500c4359944ab70af35cb500cbddf">More...</a><br/></td></tr>
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</table>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
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<div class="textblock"><p>Class used for a game object. The bread and butter of your game. Entities are added to Scenes which are controlled by the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a>. </p>
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</div><h2 class="groupheader">Constructor & Destructor Documentation</h2>
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<a class="anchor" id="a85c8380d6084204a8942ebd3a27483ef"></a>
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<td class="memname">Otter.Entity.Entity </td>
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<td>(</td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>x</em> = <code>0</code>, </td>
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<td class="paramkey"></td>
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<td></td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>y</em> = <code>0</code>, </td>
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<td class="paramtype"><a class="el" href="class_otter_1_1_graphic.html">Graphic</a> </td>
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<td class="paramname"><em>graphic</em> = <code>null</code>, </td>
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<td class="paramtype"><a class="el" href="class_otter_1_1_collider.html">Collider</a> </td>
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<td class="paramname"><em>collider</em> = <code>null</code>, </td>
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<td class="paramtype">string </td>
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<td>)</td>
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</div><div class="memdoc">
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<p>Create an entity. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">x</td><td>The x position to place the entity.</td></tr>
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<tr><td class="paramname">y</td><td>The y position to place the entity.</td></tr>
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<tr><td class="paramname">graphic</td><td>The graphic to assign to the entity. Defaults to null.</td></tr>
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<tr><td class="paramname">collider</td><td>The collider to assign to the entity. Defaults to null.</td></tr>
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<tr><td class="paramname">name</td><td>The name of the entity. Defaults to the type name.</td></tr>
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<h2 class="groupheader">Member Function Documentation</h2>
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<a class="anchor" id="a42a23aaf11d38948125f12e2c6ad7e11"></a>
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<td class="memname">T Otter.Entity.AddCollider< T > </td>
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<td>(</td>
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<td class="paramtype">T </td>
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<td class="paramname"><em>c</em></td><td>)</td>
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<p>Add a collider to the entity. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">c</td><td></td></tr>
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<dl><dt><b>Type Constraints</b><dt><dd>
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Collider</em></td><td> </td></tr>
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<a class="anchor" id="aba7f478d61d132cd60fced2a83427de1"></a>
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<td class="memname">List<<a class="el" href="class_otter_1_1_collider.html">Collider</a>> Otter.Entity.AddColliders </td>
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<td>(</td>
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<td class="paramtype">params <a class="el" href="class_otter_1_1_collider.html">Collider</a>[] </td>
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<td class="paramname"><em>colliders</em></td><td>)</td>
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<td></td>
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<p>Adds colliders to the entity. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<td class="memname">T Otter.Entity.AddComponent< T > </td>
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<td>(</td>
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<td class="paramtype">T </td>
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<td class="paramname"><em>c</em></td><td>)</td>
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<p>Adds a component to the entity. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">c</td><td></td></tr>
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Component</em></td><td> </td></tr>
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<td class="memname">T Otter.Entity.AddComponent< T > </td>
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<td>(</td>
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<td class="paramtype">params object[] </td>
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<td class="paramname"><em>constructorArgs</em></td><td>)</td>
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<td></td>
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</div><div class="memdoc">
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<p>Creates and adds a <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> to the entity. </p>
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<dl class="tparams"><dt>Template Parameters</dt><dd>
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<table class="tparams">
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<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> to create.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">constructorArgs</td><td>The arguments for the <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>'s constructor.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The newly created <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>.</dd></dl>
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Component</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="a1155f69298fdf6d58b7b544a76006f81"></a>
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<div class="memitem">
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<tr>
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<td class="memname">List<<a class="el" href="class_otter_1_1_component.html">Component</a>> Otter.Entity.AddComponents </td>
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<td>(</td>
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<td class="paramtype">params <a class="el" href="class_otter_1_1_component.html">Component</a>[] </td>
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<td class="paramname"><em>c</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Add multiple components to the entity. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">c</td><td>The components to add.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>A list of the added components.</dd></dl>
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</div>
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<a class="anchor" id="a749918823d3783e8f2ced08be6fabe56"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<tr>
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<td class="mlabels-left">
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<table class="memname">
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<tr>
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<td class="memname">virtual void Otter.Entity.Added </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Called when the entity is added to a scene. The reference to the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is available here. </p>
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<p>Reimplemented in <a class="el" href="class_otter_1_1_particle.html#a1d35afc9ef301c626654f3bfb3a0746b">Otter.Particle</a>, and <a class="el" href="class_otter_1_1_flash.html#af553dd6210b58da2dd18d658804a1251">Otter.Flash</a>.</p>
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</div>
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<a class="anchor" id="abe8d5bee0501723af95647988cb800b4"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Entity.AddGraphic< T > </td>
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<td>(</td>
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<td class="paramtype">T </td>
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<td class="paramname"><em>g</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to add.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="aecb3ba42571550ab6efe12d1a6e4fbcb"></a>
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<div class="memitem">
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<tr>
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<td class="memname">T Otter.Entity.AddGraphic< T > </td>
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<td>(</td>
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<td class="paramtype">T </td>
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<td class="paramname"><em>g</em>, </td>
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</tr>
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<tr>
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<td class="paramkey"></td>
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<td></td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>x</em>, </td>
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</tr>
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<tr>
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<td class="paramkey"></td>
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<td></td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>y</em> </td>
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</tr>
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<tr>
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<td></td>
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Adds a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
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<dl class="tparams"><dt>Template Parameters</dt><dd>
|
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<table class="tparams">
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<tr><td class="paramname">T</td><td></td></tr>
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</table>
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</dd>
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</dl>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to add.</td></tr>
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<tr><td class="paramname">x</td><td>The X position to place the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> relative to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
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<tr><td class="paramname">y</td><td>The Y position to place the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> relative to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
|
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<table border="0" cellspacing="2" cellpadding="0">
|
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="aec5feb1095172a8560e6bb91ef866da5"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Entity.AddGraphicGUI< T > </td>
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<td>(</td>
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<td class="paramtype">T </td>
|
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<td class="paramname"><em>g</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Adds a graphic to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and sets its Scroll value to 0. </p>
|
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
|
<table class="tparams">
|
|
<tr><td class="paramname">T</td><td></td></tr>
|
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</table>
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</dd>
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</dl>
|
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<dl class="params"><dt>Parameters</dt><dd>
|
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<table class="params">
|
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<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to add.</td></tr>
|
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
|
<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="ad7fd0a7e50353eb281b80a3b23d001e8"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Entity.AddGraphicGUI< T > </td>
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<td>(</td>
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<td class="paramtype">T </td>
|
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<td class="paramname"><em>g</em>, </td>
|
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</tr>
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<tr>
|
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<td class="paramkey"></td>
|
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<td></td>
|
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<td class="paramtype">float </td>
|
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<td class="paramname"><em>x</em>, </td>
|
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</tr>
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<tr>
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<td class="paramkey"></td>
|
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<td></td>
|
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<td class="paramtype">float </td>
|
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<td class="paramname"><em>y</em> </td>
|
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</tr>
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<tr>
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<td></td>
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Adds a graphic to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and sets its Scroll value to 0. </p>
|
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
|
<table class="tparams">
|
|
<tr><td class="paramname">T</td><td></td></tr>
|
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</table>
|
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</dd>
|
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</dl>
|
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<dl class="params"><dt>Parameters</dt><dd>
|
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<table class="params">
|
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<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to add.</td></tr>
|
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<tr><td class="paramname">x</td><td>The X position to place the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> relative to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
|
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<tr><td class="paramname">y</td><td>The Y position to place the <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> relative to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>.</td></tr>
|
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</table>
|
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</dd>
|
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</dl>
|
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<dl class="section return"><dt>Returns</dt><dd>The added <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a>.</dd></dl>
|
|
<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="a8d3bf254a08c013f9f0d923737d68cf1"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">List<<a class="el" href="class_otter_1_1_graphic.html">Graphic</a>> Otter.Entity.AddGraphics </td>
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<td>(</td>
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<td class="paramtype">params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] </td>
|
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<td class="paramname"><em>graphics</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Adds the graphics to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">graphics</td><td>The Graphics to add.</td></tr>
|
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="a9f5fbbe96277c10ae532585a16101944"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">List<<a class="el" href="class_otter_1_1_graphic.html">Graphic</a>> Otter.Entity.AddGraphicsGUI </td>
|
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<td>(</td>
|
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<td class="paramtype">params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] </td>
|
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<td class="paramname"><em>graphics</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Adds Graphics to the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> and sets their Scroll values to 0. </p>
|
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
|
<table class="tparams">
|
|
<tr><td class="paramname">T</td><td></td></tr>
|
|
</table>
|
|
</dd>
|
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</dl>
|
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<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">graphics</td><td>The Graphics to add.</td></tr>
|
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</table>
|
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</dd>
|
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</dl>
|
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<dl class="section return"><dt>Returns</dt><dd>The added Graphics.</dd></dl>
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</div>
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</div>
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<a class="anchor" id="ab0a5b0285d6a152341365bfe1391dfbc"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.AddPosition </td>
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<td>(</td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>x</em>, </td>
|
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</tr>
|
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<tr>
|
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<td class="paramkey"></td>
|
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<td></td>
|
|
<td class="paramtype">float </td>
|
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<td class="paramname"><em>y</em> </td>
|
|
</tr>
|
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<tr>
|
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<td></td>
|
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Add to the X and Y positions of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The amount to add to the x position.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The amount to add to the y position.</td></tr>
|
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</table>
|
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</dd>
|
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</dl>
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</div>
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</div>
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<a class="anchor" id="acca4748775f05b8afc8657d848caab5d"></a>
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<div class="memitem">
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<div class="memproto">
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<tr>
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<td class="memname">void Otter.Entity.AddPosition </td>
|
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<td>(</td>
|
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<td class="paramtype"><a class="el" href="class_otter_1_1_axis.html">Axis</a> </td>
|
|
<td class="paramname"><em>axis</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>multiplier</em> = <code>1</code> </td>
|
|
</tr>
|
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<tr>
|
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<td></td>
|
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<td>)</td>
|
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Add to the X and Y position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">axis</td><td>The axis to add from.</td></tr>
|
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<tr><td class="paramname">multiplier</td><td>The amount to muliply the axis values by before adding.</td></tr>
|
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</table>
|
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="a125559a7a69fa479cbbfb9d90349d60a"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.AddPosition </td>
|
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<td>(</td>
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|
<td class="paramtype"><a class="el" href="struct_otter_1_1_vector2.html">Vector2</a> </td>
|
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<td class="paramname"><em>vector</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Add to the X and Y position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">vector</td><td>The <a class="el" href="struct_otter_1_1_vector2.html" title="Struct for representing a Vector2. ">Vector2</a> to add to the position.</td></tr>
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="a7facaf09125ef7830cc4148d90a287a9"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.AddSurface </td>
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<td>(</td>
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|
<td class="paramtype"><a class="el" href="class_otter_1_1_surface.html">Surface</a> </td>
|
|
<td class="paramname"><em>target</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Add a surface that the entity should render to. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
|
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<tr><td class="paramname">target</td><td></td></tr>
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="afcf1413aabcb35b75dc2c4e4fb4cc2ef"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.ClearColliders </td>
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<td>(</td>
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|
<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Remove all colliders from the entity. </p>
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</div>
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</div>
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<a class="anchor" id="a4006da0785a94c358700200e2f3c62b9"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.ClearComponents </td>
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|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
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<td></td>
|
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</tr>
|
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</table>
|
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</div><div class="memdoc">
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<p>Remove all components from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
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</div>
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</div>
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<a class="anchor" id="a894d63858c64654b06ce0dcf873c1a53"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.ClearGraphics </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Remove all the graphics from the entity. </p>
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</div>
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</div>
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<a class="anchor" id="a89391e9ce08a18be180032c0cf9d5277"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.ClearSurfaces </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
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<td></td>
|
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</tr>
|
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</table>
|
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</div><div class="memdoc">
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<p>Remove all Surfaces from the list of Surfaces that the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> should render to. </p>
|
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|
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</div>
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</div>
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<a class="anchor" id="aec7f76dcece9f096de030e19e4cb44a3"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname"><a class="el" href="class_otter_1_1_collider.html">Collider</a> Otter.Entity.Collide </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params int[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
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<td>)</td>
|
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<td></td><td></td>
|
|
</tr>
|
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</table>
|
|
</div><div class="memdoc">
|
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|
|
<p>Checks for a collision using the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The int tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd></dd></dl>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="ab7118727cd35c999160a648c0027dd01"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname"><a class="el" href="class_otter_1_1_collider.html">Collider</a> Otter.Entity.Collide </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params Enum[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td>)</td>
|
|
<td></td><td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Checks for a collision using the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The enum tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd></dd></dl>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="afe92d35e30fed7203b450de131cbfadb"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Entity.CollideEntities </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params int[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td>)</td>
|
|
<td></td><td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The int tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>A list of all entities touched.</dd></dl>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="abef7878a9abf302d55b3da12143cc906"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">List<<a class="el" href="class_otter_1_1_entity.html">Entity</a>> Otter.Entity.CollideEntities </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params Enum[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td>)</td>
|
|
<td></td><td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The enum tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>A list of all Entities touched.</dd></dl>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="a2c8b410d5507883f7a104247ca48b50e"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">List<<a class="el" href="class_otter_1_1_collider.html">Collider</a>> Otter.Entity.CollideList </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params int[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td>)</td>
|
|
<td></td><td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The int tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>A list of all colliders touched.</dd></dl>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="a2b386c40ba5e1daa45fca438e41064da"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">List<<a class="el" href="class_otter_1_1_collider.html">Collider</a>> Otter.Entity.CollideList </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params Enum[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td>)</td>
|
|
<td></td><td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Checks for a collision with the first available <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The enum tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>A list of all colliders touched.</dd></dl>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="a65ca94cbe3aefab5ee682cc61212fa42"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">T Otter.Entity.GetCollider< T > </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Get the first collider of type T. </p>
|
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
|
<table class="tparams">
|
|
<tr><td class="paramname">T</td><td>The type of collider to look for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>The collider.</dd></dl>
|
|
<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Collider</em></td><td> </td></tr>
|
|
</table>
|
|
</dl>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="aec8eb43946683130da7f2e387f16914b"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname"><a class="el" href="class_otter_1_1_component.html">Component</a> Otter.Entity.GetComponent </td>
|
|
<td>(</td>
|
|
<td class="paramtype">Type </td>
|
|
<td class="paramname"><em>type</em></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Get the first <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> of Type type. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">type</td><td>The Type of <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> to look for.</td></tr>
|
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The first <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> of that Type.</dd></dl>
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<a class="anchor" id="a9634629373ebab589e04d8255178deec"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T <a class="el" href="class_otter_1_1_entity.html#aec8eb43946683130da7f2e387f16914b">Otter.Entity.GetComponent</a>< T > </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Get the first <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> of type T. </p>
|
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<dl class="tparams"><dt>Template Parameters</dt><dd>
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<table class="tparams">
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<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> to look for.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a>.</dd></dl>
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Component</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="ac3f1de15a5ba734bec343bfdc4cada70"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">List<T> Otter.Entity.GetComponents< T > </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Get all Components of type T. </p>
|
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<dl class="tparams"><dt>Template Parameters</dt><dd>
|
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<table class="tparams">
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<tr><td class="paramname">T</td><td>The type of <a class="el" href="class_otter_1_1_component.html" title="Base Component class. Components can be added to Entities. ">Component</a> to look for.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>A list of Components of type T.</dd></dl>
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Component</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="a5d0e47e6254ffa8c54179f58f79ee3f3"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">List<T> Otter.Entity.GetEntities< T > </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Get a list of entities of type T from this <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
|
<table class="tparams">
|
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<tr><td class="paramname">T</td><td>The type of entity to collect.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>A list of entities of type T.</dd></dl>
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<div class="typeconstraint">
|
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<dl><dt><b>Type Constraints</b><dt><dd>
|
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="a4dfa0e05d292f07870c9bb0b04538266"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Entity.GetEntity< T > </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Get the first instance of an <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> of type T in this <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
|
|
<table class="tparams">
|
|
<tr><td class="paramname">T</td><td>The entity type to search for.</td></tr>
|
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The first entity of that type in the scene.</dd></dl>
|
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<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Entity</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="aa6da867889a2dd2357ab8727326a80a7"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Entity.GetGraphic< T > </td>
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<td>(</td>
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|
<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Get the first graphic of type T. </p>
|
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<dl class="tparams"><dt>Template Parameters</dt><dd>
|
|
<table class="tparams">
|
|
<tr><td class="paramname">T</td><td>The type of graphic to look for.</td></tr>
|
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</table>
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|
</dd>
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</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>The graphic.</dd></dl>
|
|
<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
|
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="aecc390ea01cd98b31bee3905d098f02a"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">bool Otter.Entity.Overlap </td>
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<td>(</td>
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<td class="paramtype">float </td>
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|
<td class="paramname"><em>x</em>, </td>
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</tr>
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<tr>
|
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<td class="paramkey"></td>
|
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<td></td>
|
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<td class="paramtype">float </td>
|
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<td class="paramname"><em>y</em>, </td>
|
|
</tr>
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<tr>
|
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<td class="paramkey"></td>
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<td></td>
|
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<td class="paramtype">params int[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
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<tr>
|
|
<td></td>
|
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Checks for an overlap using the first available collider. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The int tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>True if there is a collision.</dd></dl>
|
|
|
|
</div>
|
|
</div>
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<a class="anchor" id="adddc2f21081eab4916770380c0bcf194"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">bool Otter.Entity.Overlap </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params Enum[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td>)</td>
|
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Checks for an overlap using the first available collider. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The enum tags to check for.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>True if there is a collision.</dd></dl>
|
|
|
|
</div>
|
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</div>
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<a class="anchor" id="a91790c52bfe7895efec70fb5acef735a"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">bool Otter.Entity.Overlap </td>
|
|
<td>(</td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>x</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>y</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td>
|
|
<td class="paramname"><em>e</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Checks for an overlap using the first available collider. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">x</td><td>The X position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">y</td><td>The Y position to check for a collision at.</td></tr>
|
|
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to check for a collision with.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>True if there is a collision.</dd></dl>
|
|
|
|
</div>
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</div>
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<a class="anchor" id="a5542f370203aebf3796c2e9c0afd2b38"></a>
|
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<div class="memitem">
|
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<div class="memproto">
|
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<table class="mlabels">
|
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<tr>
|
|
<td class="mlabels-left">
|
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<table class="memname">
|
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<tr>
|
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<td class="memname">virtual void Otter.Entity.Paused </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
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<td></td>
|
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</tr>
|
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</table>
|
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</td>
|
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<td class="mlabels-right">
|
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Called when the entity is paused by the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
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</div>
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</div>
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<a class="anchor" id="a7e74003944f2082965f045a19d5ec4a6"></a>
|
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<div class="memitem">
|
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<div class="memproto">
|
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<table class="mlabels">
|
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<tr>
|
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<td class="mlabels-left">
|
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<table class="memname">
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<tr>
|
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<td class="memname">virtual void Otter.Entity.Prerender </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
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</tr>
|
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</table>
|
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</div><div class="memdoc">
|
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|
|
<p>Called before an entity is rendered. Things rendered here will appear below the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s Graphics. </p>
|
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|
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</div>
|
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</div>
|
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<a class="anchor" id="afc3f45e8fba6d1ab93fe018d2d818410"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
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<table class="memname">
|
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<tr>
|
|
<td class="memname">T Otter.Entity.RemoveCollider< T > </td>
|
|
<td>(</td>
|
|
<td class="paramtype">T </td>
|
|
<td class="paramname"><em>c</em></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
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</div><div class="memdoc">
|
|
|
|
<p>Remove the collider from the entity. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">c</td><td></td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Collider</em></td><td> </td></tr>
|
|
</table>
|
|
</dl>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="a40e75b2c77bf07460f0040e2bc8cee54"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
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<table class="memname">
|
|
<tr>
|
|
<td class="memname">void Otter.Entity.RemoveColliders </td>
|
|
<td>(</td>
|
|
<td class="paramtype">params <a class="el" href="class_otter_1_1_collider.html">Collider</a>[] </td>
|
|
<td class="paramname"><em>colliders</em></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Removes colliders from the entity. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">colliders</td><td></td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
|
|
</div>
|
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</div>
|
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<a class="anchor" id="a76e0fa6d9d444f56df7867a136421328"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">T Otter.Entity.RemoveComponent< T > </td>
|
|
<td>(</td>
|
|
<td class="paramtype">T </td>
|
|
<td class="paramname"><em>c</em></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
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|
|
<p>Removes a component from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">c</td><td></td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Component</em></td><td> </td></tr>
|
|
</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="a73b37452dfb4e5b13d063161f47bbba8"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Entity.RemoveComponent< T > </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Removes the first component of type T from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="tparams"><dt>Template Parameters</dt><dd>
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<table class="tparams">
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<tr><td class="paramname">T</td><td>The type of component to remove.</td></tr>
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</table>
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</dd>
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</dl>
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<dl class="section return"><dt>Returns</dt><dd>The removed component.</dd></dl>
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<div class="typeconstraint">
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<dl><dt><b>Type Constraints</b><dt><dd>
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Component</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="ac3d159a69680264379ee4e704add6181"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<tr>
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<td class="mlabels-left">
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<table class="memname">
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<tr>
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<td class="memname">virtual void Otter.Entity.Removed </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Called when the entity is removed from a scene. The reference to <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is now null. </p>
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<p>Reimplemented in <a class="el" href="class_otter_1_1_particle.html#a29d9db8c2e081e2246cd70e3a7e366db">Otter.Particle</a>, and <a class="el" href="class_otter_1_1_flash.html#a82b2e9d57858d24dd9a46fee87538819">Otter.Flash</a>.</p>
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</div>
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</div>
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<a class="anchor" id="ad06804c2534d848b322195e201b0dad1"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">T Otter.Entity.RemoveGraphic< T > </td>
|
|
<td>(</td>
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|
<td class="paramtype">T </td>
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<td class="paramname"><em>g</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Removes a <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
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<dl class="params"><dt>Parameters</dt><dd>
|
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<table class="params">
|
|
<tr><td class="paramname">g</td><td>The <a class="el" href="class_otter_1_1_graphic.html" title="Base abstract class used for anything that can be rendered. ">Graphic</a> to remove.</td></tr>
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</table>
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</dd>
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</dl>
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<div class="typeconstraint">
|
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<dl><dt><b>Type Constraints</b><dt><dd>
|
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<table border="0" cellspacing="2" cellpadding="0">
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<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Graphic</em></td><td> </td></tr>
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</table>
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</dl>
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</div>
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</div>
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</div>
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<a class="anchor" id="abc642c9e40c5ae385ef15318de8d7a6d"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.RemoveGraphics </td>
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<td>(</td>
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<td class="paramtype">params <a class="el" href="class_otter_1_1_graphic.html">Graphic</a>[] </td>
|
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<td class="paramname"><em>g</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Removes Graphics from the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">g</td><td>The Graphics to remove.</td></tr>
|
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="a6f3b4e29d2931195573fbd31240b60bf"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.RemoveSelf </td>
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|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Remove this entity from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> it's in. </p>
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</div>
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</div>
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<a class="anchor" id="a829519408c7951ffecd3b721255fe5b4"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.RemoveSurface </td>
|
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<td>(</td>
|
|
<td class="paramtype"><a class="el" href="class_otter_1_1_surface.html">Surface</a> </td>
|
|
<td class="paramname"><em>target</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Remove a surface from the list of surfaces that the entity should render to. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">target</td><td></td></tr>
|
|
</table>
|
|
</dd>
|
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</dl>
|
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</div>
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</div>
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<a class="anchor" id="afc0d3c70647156fc901db1127c3af636"></a>
|
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<div class="memitem">
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<div class="memproto">
|
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<table class="mlabels">
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<tr>
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|
<td class="mlabels-left">
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<table class="memname">
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<tr>
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<td class="memname">virtual void Otter.Entity.Render </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
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<td></td>
|
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</tr>
|
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</table>
|
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</td>
|
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<td class="mlabels-right">
|
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Called when the entity is rendering to the screen. </p>
|
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</div>
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</div>
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<a class="anchor" id="a8d67d03137fe99578738f653fe137c32"></a>
|
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<div class="memitem">
|
|
<div class="memproto">
|
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<table class="mlabels">
|
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<tr>
|
|
<td class="mlabels-left">
|
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<table class="memname">
|
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<tr>
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<td class="memname">virtual void Otter.Entity.Resumed </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
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<td></td>
|
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</tr>
|
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</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Called when the entity is resumed by the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
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</div>
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</div>
|
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<a class="anchor" id="a411f2f64c5012f0c61c3154d48d85209"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="mlabels">
|
|
<tr>
|
|
<td class="mlabels-left">
|
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<table class="memname">
|
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<tr>
|
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<td class="memname">virtual void Otter.Entity.SceneBegin </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
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<td></td>
|
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</tr>
|
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</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> begins. </p>
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</div>
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</div>
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<a class="anchor" id="a6ed763ddde82831fa18bbf47a4062376"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="mlabels">
|
|
<tr>
|
|
<td class="mlabels-left">
|
|
<table class="memname">
|
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<tr>
|
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<td class="memname">virtual void Otter.Entity.SceneEnd </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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</tr>
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</table>
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</div><div class="memdoc">
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|
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<p>Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> ends. </p>
|
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|
|
<p>Reimplemented in <a class="el" href="class_otter_1_1_particle.html#a635baaaa14281725c12b5d6ce6f0e423">Otter.Particle</a>.</p>
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|
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</div>
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</div>
|
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<a class="anchor" id="a987d493540dcc657c26832e4ee5d61e4"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="mlabels">
|
|
<tr>
|
|
<td class="mlabels-left">
|
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<table class="memname">
|
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<tr>
|
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<td class="memname">virtual void Otter.Entity.ScenePause </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
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</tr>
|
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</table>
|
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</div><div class="memdoc">
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<p>Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is paused. </p>
|
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|
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</div>
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</div>
|
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<a class="anchor" id="a5673e5b658f123e24fd8ee5b797317b1"></a>
|
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<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="mlabels">
|
|
<tr>
|
|
<td class="mlabels-left">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">virtual void Otter.Entity.SceneResume </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
|
</tr>
|
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</table>
|
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</div><div class="memdoc">
|
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|
|
<p>Called when the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> is resumed. </p>
|
|
|
|
</div>
|
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</div>
|
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<a class="anchor" id="ab31f6eff3484b21e6db6196bf72c822a"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">T Otter.Entity.SetCollider< T > </td>
|
|
<td>(</td>
|
|
<td class="paramtype">T </td>
|
|
<td class="paramname"><em>c</em></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
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|
|
<p>Remove all current colliders and set collider to a new one. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">c</td><td></td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<div class="typeconstraint">
|
|
<dl><dt><b>Type Constraints</b><dt><dd>
|
|
<table border="0" cellspacing="2" cellpadding="0">
|
|
<tr><td valign="top"><em>T</em></td><td> :</td><td valign="top"><em>Collider</em></td><td> </td></tr>
|
|
</table>
|
|
</dl>
|
|
</div>
|
|
|
|
</div>
|
|
</div>
|
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<a class="anchor" id="add30f1667e8242dbd583fb799d77553d"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
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<table class="memname">
|
|
<tr>
|
|
<td class="memname">void Otter.Entity.SetGraphic </td>
|
|
<td>(</td>
|
|
<td class="paramtype"><a class="el" href="class_otter_1_1_graphic.html">Graphic</a> </td>
|
|
<td class="paramname"><em>g</em></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Sets the graphic to a new graphic, removing all previous graphics. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">g</td><td></td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
|
|
</div>
|
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</div>
|
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<a class="anchor" id="a7a45eaf73ad7f0d901c5860d8029deb8"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname"><a class="el" href="class_otter_1_1_box_collider.html">BoxCollider</a> Otter.Entity.SetHitbox </td>
|
|
<td>(</td>
|
|
<td class="paramtype">int </td>
|
|
<td class="paramname"><em>width</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">int </td>
|
|
<td class="paramname"><em>height</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params int[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td>)</td>
|
|
<td></td><td></td>
|
|
</tr>
|
|
</table>
|
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</div><div class="memdoc">
|
|
|
|
<p>Shortcut to set the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> of the entity to a <a class="el" href="class_otter_1_1_box_collider.html" title="Rectangle Collider. ">BoxCollider</a>. Using this will set the "Hitbox" field to this <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">width</td><td>The width of the box collider.</td></tr>
|
|
<tr><td class="paramname">height</td><td>The height of the box collider.</td></tr>
|
|
<tr><td class="paramname">tags</td><td>The tags assigned to the box collider.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>The created box collider.</dd></dl>
|
|
|
|
</div>
|
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</div>
|
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<a class="anchor" id="af02451ef1e1bc850934da9dd9950462a"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname"><a class="el" href="class_otter_1_1_box_collider.html">BoxCollider</a> Otter.Entity.SetHitbox </td>
|
|
<td>(</td>
|
|
<td class="paramtype">int </td>
|
|
<td class="paramname"><em>width</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">int </td>
|
|
<td class="paramname"><em>height</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">Enum </td>
|
|
<td class="paramname"><em>tag</em>, </td>
|
|
</tr>
|
|
<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">params Enum[] </td>
|
|
<td class="paramname"><em>tags</em> </td>
|
|
</tr>
|
|
<tr>
|
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<td></td>
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Shortcut to set the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a> of the entity to a <a class="el" href="class_otter_1_1_box_collider.html" title="Rectangle Collider. ">BoxCollider</a>. Using this will set the "Hitbox" field to this <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
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<dl class="params"><dt>Parameters</dt><dd>
|
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<table class="params">
|
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<tr><td class="paramname">width</td><td>The width of the box collider.</td></tr>
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<tr><td class="paramname">height</td><td>The height of the box collider.</td></tr>
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<tr><td class="paramname">tag</td><td>The first tag to add.</td></tr>
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<tr><td class="paramname">tags</td><td>The rest of the tags to add.</td></tr>
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</table>
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</dd>
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</dl>
|
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<dl class="section return"><dt>Returns</dt><dd></dd></dl>
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</div>
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</div>
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<a class="anchor" id="a7f88dbfa79287c0daa09e02959998bd9"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.SetPosition </td>
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<td>(</td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>xy</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Set the X and Y position to a value. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">xy</td><td>The value of the X and Y position.</td></tr>
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="ab4fd997ff73aaa4692e60c90ea0a0aa7"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.SetPosition </td>
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<td>(</td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>x</em>, </td>
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</tr>
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<tr>
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<td class="paramkey"></td>
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<td></td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>y</em> </td>
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</tr>
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<tr>
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<td></td>
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Set the position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">x</td><td>The new x position.</td></tr>
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<tr><td class="paramname">y</td><td>The new y position.</td></tr>
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="a9520e2fd469d9cc273dbd44d7e28aaf5"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.SetPosition </td>
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<td>(</td>
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<td class="paramtype"><a class="el" href="class_otter_1_1_entity.html">Entity</a> </td>
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<td class="paramname"><em>e</em>, </td>
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</tr>
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<tr>
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<td class="paramkey"></td>
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<td></td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>offsetX</em> = <code>0</code>, </td>
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</tr>
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<tr>
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<td class="paramkey"></td>
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<td></td>
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<td class="paramtype">float </td>
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<td class="paramname"><em>offsetY</em> = <code>0</code> </td>
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</tr>
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<tr>
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<td></td>
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Set the position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to another <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s position. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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|
<table class="params">
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|
<tr><td class="paramname">e</td><td>The <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> to match positions with.</td></tr>
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</table>
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="a221bc7fe3c26a5b3217df7e64546a9ed"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">void Otter.Entity.SetPosition </td>
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<td>(</td>
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|
<td class="paramtype"><a class="el" href="struct_otter_1_1_vector2.html">Vector2</a> </td>
|
|
<td class="paramname"><em>v</em></td><td>)</td>
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<td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Set the position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">v</td><td>The vector of the new position.</td></tr>
|
|
</table>
|
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</dd>
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</dl>
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</div>
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</div>
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<a class="anchor" id="a2bbe339dee3372d465700510d3ad6d52"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname"><a class="el" href="class_otter_1_1_tween.html">Tween</a> Otter.Entity.Tween </td>
|
|
<td>(</td>
|
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<td class="paramtype">object </td>
|
|
<td class="paramname"><em>target</em>, </td>
|
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</tr>
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|
<tr>
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<td class="paramkey"></td>
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<td></td>
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|
<td class="paramtype">object </td>
|
|
<td class="paramname"><em>values</em>, </td>
|
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</tr>
|
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<tr>
|
|
<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>duration</em>, </td>
|
|
</tr>
|
|
<tr>
|
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<td class="paramkey"></td>
|
|
<td></td>
|
|
<td class="paramtype">float </td>
|
|
<td class="paramname"><em>delay</em> = <code>0</code> </td>
|
|
</tr>
|
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<tr>
|
|
<td></td>
|
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<td>)</td>
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<td></td><td></td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Tweens a set of numeric properties on an object. </p>
|
|
<dl class="params"><dt>Parameters</dt><dd>
|
|
<table class="params">
|
|
<tr><td class="paramname">target</td><td>The object to tween.</td></tr>
|
|
<tr><td class="paramname">values</td><td>The values to tween to, in an anonymous type ( new { prop1 = 100, prop2 = 0} ).</td></tr>
|
|
<tr><td class="paramname">duration</td><td>Duration of the tween in seconds.</td></tr>
|
|
<tr><td class="paramname">delay</td><td>Delay before the tween starts, in seconds.</td></tr>
|
|
</table>
|
|
</dd>
|
|
</dl>
|
|
<dl class="section return"><dt>Returns</dt><dd>The tween created, for setting properties on.</dd></dl>
|
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|
|
</div>
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</div>
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<a class="anchor" id="a603fbbac43a858a20e4e653573050104"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<tr>
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|
<td class="mlabels-left">
|
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<table class="memname">
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<tr>
|
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<td class="memname">virtual void Otter.Entity.Update </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
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</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
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<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
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</tr>
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</table>
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</div><div class="memdoc">
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<p>Called during the update of the game. </p>
|
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|
<p>Reimplemented in <a class="el" href="class_otter_1_1_particle.html#a460b7a1c28e28088e5f3c5e3526f9473">Otter.Particle</a>, and <a class="el" href="class_otter_1_1_flash.html#acd9cbb69322c5bb074da7f14538a53a7">Otter.Flash</a>.</p>
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</div>
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</div>
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<a class="anchor" id="aaf3d10b7a4bb8d8585931edefe362aef"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<tr>
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<td class="mlabels-left">
|
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<table class="memname">
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<tr>
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<td class="memname">virtual void Otter.Entity.UpdateFirst </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
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</tr>
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</table>
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</div><div class="memdoc">
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|
|
<p>Called first during the update. Happens before Update. </p>
|
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|
</div>
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</div>
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<a class="anchor" id="a3ff7f76ff681fafd9cdb17f830ffe04c"></a>
|
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<div class="memitem">
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|
<div class="memproto">
|
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<table class="mlabels">
|
|
<tr>
|
|
<td class="mlabels-left">
|
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<table class="memname">
|
|
<tr>
|
|
<td class="memname">virtual void Otter.Entity.UpdateLast </td>
|
|
<td>(</td>
|
|
<td class="paramname"></td><td>)</td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</td>
|
|
<td class="mlabels-right">
|
|
<span class="mlabels"><span class="mlabel">virtual</span></span> </td>
|
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</tr>
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</table>
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</div><div class="memdoc">
|
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|
|
<p>Called last during the update. Happens after Update. </p>
|
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|
</div>
|
|
</div>
|
|
<h2 class="groupheader">Member Data Documentation</h2>
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<a class="anchor" id="a884eebfe610765de78bc107e4d3f4997"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
|
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<td class="memname">bool Otter.Entity.AutoRender = true</td>
|
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</tr>
|
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</table>
|
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</div><div class="memdoc">
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|
|
<p>Determines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s render functions will run automatically from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
|
|
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</div>
|
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</div>
|
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<a class="anchor" id="a7ce8acbfaab35c399ce6bc792a1ee6df"></a>
|
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<div class="memitem">
|
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<div class="memproto">
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<table class="memname">
|
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<tr>
|
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<td class="memname">bool Otter.Entity.AutoUpdate = true</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>Deteremines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>'s update functions will run automatically from the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
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|
|
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</div>
|
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</div>
|
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<a class="anchor" id="a396b058410b538c2ce1731e1ae7af072"></a>
|
|
<div class="memitem">
|
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<div class="memproto">
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<table class="memname">
|
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<tr>
|
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<td class="memname">bool Otter.Entity.Collidable = true</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
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|
|
<p>Determines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> will collide with other entities. The entity can still check for collisions, but will not register as a collision with other entities. </p>
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</div>
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</div>
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<a class="anchor" id="af31176ba72e3f7943346582060f17c09"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
|
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<tr>
|
|
<td class="memname">int Otter.Entity.Group</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>The pause group this entity is a part of. </p>
|
|
|
|
</div>
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</div>
|
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<a class="anchor" id="a4ef1b5d2a778ade09ed1889c0dae609e"></a>
|
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<div class="memitem">
|
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<div class="memproto">
|
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<table class="memname">
|
|
<tr>
|
|
<td class="memname">int Otter.Entity.Layer</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>The order in which to render this entity. Higher numbers draw later. </p>
|
|
|
|
</div>
|
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</div>
|
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<a class="anchor" id="a46a9e7469e8b1257f6ab0a724be51886"></a>
|
|
<div class="memitem">
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<div class="memproto">
|
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<table class="memname">
|
|
<tr>
|
|
<td class="memname">float Otter.Entity.LifeSpan</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>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. </p>
|
|
|
|
</div>
|
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</div>
|
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<a class="anchor" id="a67427670a92517ff0c1dc9a66890041f"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">string Otter.Entity.Name</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>The name of this entity. Default's to the Type name. </p>
|
|
|
|
</div>
|
|
</div>
|
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<a class="anchor" id="a72d7647de31cd11c2fdb9b07aacad809"></a>
|
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<div class="memitem">
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<div class="memproto">
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<table class="memname">
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<tr>
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<td class="memname">Action Otter.Entity.OnAdded = delegate { }</td>
|
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</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>An action that fires when the entity is added to a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
|
|
|
</div>
|
|
</div>
|
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<a class="anchor" id="a46e362f759dca5b10db35082a620ecdd"></a>
|
|
<div class="memitem">
|
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<div class="memproto">
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<table class="memname">
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<tr>
|
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<td class="memname">Action Otter.Entity.OnRemoved = delegate { }</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>An action that fires when the entity is removed from a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
|
|
|
|
</div>
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</div>
|
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<a class="anchor" id="a06a0c72675844d36e2184a50c0f416a6"></a>
|
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<div class="memitem">
|
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<div class="memproto">
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<table class="memname">
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<tr>
|
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<td class="memname">Action Otter.Entity.OnRender = delegate { }</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>An action that fires when the entity is rendered. </p>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="a40144604bbbcc1280f12e600d0c3bd13"></a>
|
|
<div class="memitem">
|
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<div class="memproto">
|
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<table class="memname">
|
|
<tr>
|
|
<td class="memname">Action Otter.Entity.OnUpdate = delegate { }</td>
|
|
</tr>
|
|
</table>
|
|
</div><div class="memdoc">
|
|
|
|
<p>An action that fires when the entity is updated. </p>
|
|
|
|
</div>
|
|
</div>
|
|
<a class="anchor" id="aea6f37c54425269c4e4e2a1bf24e9bb4"></a>
|
|
<div class="memitem">
|
|
<div class="memproto">
|
|
<table class="memname">
|
|
<tr>
|
|
<td class="memname">Action Otter.Entity.OnUpdateFirst = delegate { }</td>
|
|
</tr>
|
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</table>
|
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</div><div class="memdoc">
|
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<p>An action that fires in the entity's <a class="el" href="class_otter_1_1_entity.html#aaf3d10b7a4bb8d8585931edefe362aef" title="Called first during the update. Happens before Update. ">UpdateFirst()</a>. </p>
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<a class="anchor" id="a0f81e0d3f12341adedb3136433034cee"></a>
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<td class="memname">Action Otter.Entity.OnUpdateLast = delegate { }</td>
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</div><div class="memdoc">
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<p>An action that is fired in the entity's <a class="el" href="class_otter_1_1_entity.html#a3ff7f76ff681fafd9cdb17f830ffe04c" title="Called last during the update. Happens after Update. ">UpdateLast()</a>. </p>
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<a class="anchor" id="adbda14e63880c4eca16c4abb87d91145"></a>
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<td class="memname">int Otter.Entity.Order</td>
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</div><div class="memdoc">
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<p>The order in which to update this entity. Higher numbers update later. </p>
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<a class="anchor" id="add6f69e7e847684b4da71493e9aa6585"></a>
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<td class="memname">float Otter.Entity.Timer</td>
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</div><div class="memdoc">
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<p>How long the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> has been active. </p>
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<a class="anchor" id="af81265f4af1550ad98a7796a2da6300f"></a>
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<td class="memname"><a class="el" href="class_otter_1_1_tweener.html">Tweener</a> Otter.Entity.Tweener = new <a class="el" href="class_otter_1_1_tweener.html">Tweener</a>()</td>
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<p>The tween manager that controls all tweens on this entity. </p>
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</div>
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<a class="anchor" id="a5b6f7c9d19a89f90f1abea1408639eaf"></a>
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<td class="memname">bool Otter.Entity.Visible = true</td>
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</div><div class="memdoc">
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<p>Determines if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> will render. </p>
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<td class="memname">float Otter.Entity.X</td>
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<p>The X position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
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<a class="anchor" id="a8ae41cfb48c3d01bc595ea84fed452a8"></a>
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<td class="memname">float Otter.Entity.Y</td>
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<p>The Y position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a>. </p>
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</div>
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<h2 class="groupheader">Property Documentation</h2>
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<a class="anchor" id="ab8fa160b54cc66ffd1af5fbc7d78c4c0"></a>
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<td class="mlabels-left">
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<td class="memname"><a class="el" href="class_otter_1_1_collider.html">Collider</a> Otter.Entity.Collider</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</div><div class="memdoc">
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<p>Returns the first available collider, or set the <a class="el" href="class_otter_1_1_collider.html" title="The base class used for collision detection. Entities contain Colliders that can check for collisions...">Collider</a>. </p>
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<a class="anchor" id="a34312856f3a53eed0a00b82781cebf7a"></a>
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<td class="memname">List<<a class="el" href="class_otter_1_1_collider.html">Collider</a>> Otter.Entity.Colliders</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</table>
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</div><div class="memdoc">
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<p>The list of colliders to use for collision checks. </p>
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<a class="anchor" id="a6dc38d98ff8390ba61ea260601831b81"></a>
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<td class="memname">List<<a class="el" href="class_otter_1_1_component.html">Component</a>> Otter.Entity.Components</td>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</table>
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</div><div class="memdoc">
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<p>The list of components to update and render. </p>
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</div>
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<a class="anchor" id="a2a6631de335a7395d07e0b9b4b8ad07f"></a>
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<div class="memitem">
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<td class="memname"><a class="el" href="class_otter_1_1_game.html">Game</a> Otter.Entity.Game</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>A reference to the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> that controls the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
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</div>
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<a class="anchor" id="ad5beab7073bffe726a9620e048a28a78"></a>
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<div class="memitem">
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<div class="memproto">
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<td class="memname"><a class="el" href="class_otter_1_1_graphic.html">Graphic</a> Otter.Entity.Graphic</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</table>
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</div><div class="memdoc">
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<p>Returns the first available graphic, or set the graphic. </p>
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</div>
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<a class="anchor" id="a446537c50a000741111eac5fda8490c6"></a>
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<td class="memname">List<<a class="el" href="class_otter_1_1_graphic.html">Graphic</a>> Otter.Entity.Graphics</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</table>
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</div><div class="memdoc">
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<p>The list of graphics to render. </p>
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</div>
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<a class="anchor" id="a52b1c01f1ba601ccf9f2ef43f5b0b6ba"></a>
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<div class="memitem">
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<td class="memname"><a class="el" href="class_otter_1_1_box_collider.html">BoxCollider</a> Otter.Entity.Hitbox</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</table>
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</div><div class="memdoc">
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<p>Set to a collider by using the SetHitbox method. Shortcut reference. </p>
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</div>
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<a class="anchor" id="ab317c2cb90ec98294720dbcfc5cc8995"></a>
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<td class="memname"><a class="el" href="class_otter_1_1_input.html">Input</a> Otter.Entity.Input</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>A reference to the <a class="el" href="class_otter_1_1_input.html" title="Class used for managing input from the keyboard, mouse, and joysticks. Updated by the active Game...">Input</a> object in the <a class="el" href="class_otter_1_1_game.html" title="ᶜ(ᵔᴥᵔ)ᵓ Core class Otter. Create a Game, and then use Game.Start(); to run it. ">Game</a> that controls the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>. </p>
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<a class="anchor" id="aef88e763a30be231d27def37e6a85f4e"></a>
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<td class="memname">int Otter.Entity.InstanceId</td>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</div><div class="memdoc">
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<p>The int id of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> for the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> its currently in. </p>
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<a class="anchor" id="a0e85db74006efc318bb4721c954e62d1"></a>
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<td class="memname">bool Otter.Entity.IsInScene</td>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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<p>Returns true if the entity is currently in a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a>, or is queued to be added to a <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> next update. </p>
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<a class="anchor" id="abc7aef1767b55316ab6e4a1f18e215c1"></a>
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<div class="memitem">
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<td class="memname">bool Otter.Entity.IsPaused</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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</div><div class="memdoc">
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<p>If the entity is currently paused by the scene. </p>
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</div>
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<a class="anchor" id="ac8cad254919689c6e72855d9d7b21bd2"></a>
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<div class="memitem">
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<div class="memproto">
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<td class="memname"><a class="el" href="class_otter_1_1_entity.html">Entity</a> Otter.Entity.Overlapped</td>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</table>
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</div><div class="memdoc">
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<p>The currently overlapped entity. This only works when using an Overlap collision check, and there is a result. </p>
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<a class="anchor" id="a0be500c4359944ab70af35cb500cbddf"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<td class="mlabels-left">
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<table class="memname">
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<tr>
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<td class="memname"><a class="el" href="struct_otter_1_1_vector2.html">Vector2</a> Otter.Entity.Position</td>
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</tr>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</div><div class="memdoc">
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<p>The position of the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> represented as a <a class="el" href="struct_otter_1_1_vector2.html" title="Struct for representing a Vector2. ">Vector2</a> </p>
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</div>
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<a class="anchor" id="a03aeae181feef086415ea7d823d66ceb"></a>
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<div class="memitem">
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<div class="memproto">
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<table class="mlabels">
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<td class="mlabels-left">
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<table class="memname">
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<tr>
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<td class="memname"><a class="el" href="class_otter_1_1_scene.html">Scene</a> Otter.Entity.Scene</td>
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</tr>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span> </td>
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</table>
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</div><div class="memdoc">
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<p>The <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> that controls and updates this entity. </p>
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</div>
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<a class="anchor" id="a9d08da9a4550ca521331e3711f34457f"></a>
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<div class="memitem">
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<div class="memproto">
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<td class="mlabels-left">
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<tr>
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<td class="memname">float Otter.Entity.ScreenX</td>
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</tr>
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</table>
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</td>
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<td class="mlabels-right">
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<span class="mlabels"><span class="mlabel">get</span></span> </td>
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</div><div class="memdoc">
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<p>The x position in screen space of the entity. </p>
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<p>The y position in screen space of the entity. </p>
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<td class="memname"><a class="el" href="class_otter_1_1_surface.html">Surface</a> Otter.Entity.Surface</td>
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<p>The default <a class="el" href="class_otter_1_1_surface.html" title="Graphic that represents a render target. By default the game uses a master surface to render the game...">Surface</a> that the entity should render to. </p>
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<td class="memname">List<<a class="el" href="class_otter_1_1_surface.html">Surface</a>> Otter.Entity.Surfaces</td>
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<p>The list of surfaces the entity should draw to. </p>
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<td class="memname">bool Otter.Entity.UpdatedOnce</td>
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<p>Is true if the <a class="el" href="class_otter_1_1_entity.html" title="Class used for a game object. The bread and butter of your game. Entities are added to Scenes which a...">Entity</a> has been updated by the <a class="el" href="class_otter_1_1_scene.html" title="Class used to manage Entities. The active Game should update the active Scene, which then updates all...">Scene</a> at least once. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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<li>Otter/Core/Entity.cs</li>
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</div><!-- contents -->
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<ul>
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<li class="navelem"><a class="el" href="namespace_otter.html">Otter</a></li><li class="navelem"><a class="el" href="class_otter_1_1_entity.html">Entity</a></li>
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<li class="footer">Generated on Thu May 12 2016 18:16:52 for Otter by
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<img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.5 </li>
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