Class: GameObject

GameObject(renderable) → {GameObject}

Template for the behavior and appearance of a game object, intened to be extended for game specific use. Has support for pixel-perfect collision and physics

Found in Chapter 6, page 268 of the textbook

Example: 6.1 Game Objects

Constructor

new GameObject(renderable) → {GameObject}

Parameters:
Name Type Description
renderable Renderable the renderable to be associated with this GameObject
Source:
Returns:
a new instance of GameObject
Type
GameObject

Methods

draw(aCamera)

Draws this gameObject if it is visible the draw flags are set to true
Parameters:
Name Type Description
aCamera Camera The camera
Source:

getBBox() → {BoundingBox}

Returns the BoundingBox for this gameObject
Source:
Returns:
a new copy of the bounding box of this GameObject
Type
BoundingBox

getCurrentFrontDir() → {vec2}

Returns the front direction of this gameObject
Source:
Returns:
mCurrentFrontDir - the current front direction of this gameObject
Type
vec2

getRenderable() → {Renderable}

Returns the renderable associated with this gameObject
Source:
Returns:
mRenderComponent - the renderable associated with this gameObject
Type
Renderable

getRigidBody() → {RigidShape}

Returns the RigidShape of this gameObject
Source:
Returns:
mRigidBody - the RigidShape of this gameObject
Type
RigidShape

getXform() → {Transform}

Returns the Transform of the Renderable associated with this GameObject
Source:
Returns:
the Transform of this GameObject
Type
Transform

isVisible() → {boolean}

Returns the visibility of this gameObject
Source:
Returns:
mVisible - the visivility of this gameObject
Type
boolean

pixelTouches(otherObj, wcTouchPos) → {boolean}

Determines if this GameObject has an overlapping pixel with another GameObject
Parameters:
Name Type Description
otherObj GameObject the other GameObject
wcTouchPos vec2 vector to store the first world coordinates where the pixels touch
Source:
Returns:
whether this GameObject has a pixel overlapping otherObj
Type
boolean

setCurrentFrontDir(f)

Changes this gameObject's current facing direction
Parameters:
Name Type Description
f vec2 vector that will be put into mCurrentFrontDir after being normalized
Source:

setRigidBody(r)

Sets the rigid body this gameObject will use
Parameters:
Name Type Description
r RigidShape the rigid body
Source:

setVisibility(f)

Sets the visibility of this gameObject to true or false
Parameters:
Name Type Description
f boolean boolean to set if this gameObject is visibile or not
Source:

toggleDrawRenderable()

Switches whether this gameObject's renderable is drawn
Source:

toggleDrawRigidShape()

Switches whether this gameObject's rigid shape is drawn
Source:

update()

Method called by Gameloop, updates the rigid body of this gameObject
Source: