The following tables list the members exposed by TAgkSprite.
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Name |
Description |
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Name |
Description |
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Adds an image to the sprite as a new animation frame. | |
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Adds a new box shape to the sprite, in addition to any it already has. These additional shapes only apply to physics sprites and must be added after a sprite has been set to use physics. | |
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Adds a new circle shape to the sprite, in addition to any it already has. These additional shapes only apply to physics sprites and must be added after a sprite has been set to use physics. | |
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Adds a new polygon shape to the sprite, in addition to any it already has. These additional shapes only apply to physics sprites and must be added after a sprite has been set to use physics. | |
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Recalculates the center of mass (COM) based on the shapes attached to the sprite, if you have overriden the COM this will set it back to a location decided by the AGK. | |
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Removes all animation frames from a sprite returning it to a single image sprite. | |
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Removes all additional shapes applied to the sprite and keeps only the base shape, set using the Shape property or SetShape* method. | |
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This is the overview for the Clone method overload. | |
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Checks two sprites for collision, if they overlap then it returns True. Otherwise it returns False. No other information can be returned about this type of collision. | |
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Checks two sprites for collision, if they overlap then it returns True. Otherwise it returns False. No other information can be returned about this type of collision. | |
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This is the overview for the Create constructor overload. | |
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Creates a blank sprite. | |
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Creates a dummy sprite. Dummy sprites behave as normal sprites but have no image or other visual aspect to them. They will not be drawn even if an image is assigned to them. | |
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All sprites are automatically destroyed when their owner (such as the scene in which it is used) is destroyed. However, if you don't need the sprite anymore, you can save memory (especially on mobile devices) by destroying it earlier. Also, when the sprite has no owner, you need to destroy it yourself when you are done with it. | |
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This is the overview for the Distance method overload. | |
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Immediately draws the sprite to the backbuffer at its current position, size, and rotation. | |
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If you only have an internal AGK sprite ID, then you can use this function to get the sprite object for this ID. | |
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This is the overview for the Hit method overload. | |
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This is the overview for the HitCategory method overload. | |
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This is the overview for the HitGroup method overload. | |
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This is the overview for the HitTest method overload. | |
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This is the overview for the InBox method overload. | |
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This is the overview for the InCircle method overload. | |
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Checks two sprites for a physics sprites. | |
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Checks two sprites for a physics sprites. | |
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Turns off physics for this sprite and deletes all associated physics settings for this sprite. | |
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This is the overview for the PixelFromPoint method overload. | |
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Begins the animation of a sprite based on the given values. | |
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This is the overview for the PointFromPixel method overload. | |
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This command reinstates the normal functionality of UV coordinates after a call to SetUV. | |
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Continues the animation of the sprite using the values used to set it up. | |
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Initialises the sprite animation with frames from its assigned image, based on a frame width and frame height. | |
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Assigns or removes a sprite from a particlar category. | |
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Sets or removes a category that this sprite can collide with. | |
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This is the overview for the SetColor method overload. | |
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Flips the sprite either horizontally or vertically, (or both). | |
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Change the sprite image to a new image, and update the collision shape accordingly. | |
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This is the overview for the SetOffset method overload. | |
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This is the overview for the SetPhysicsCenterOfMass method overload. | |
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Applies a force to the sprite that will last for this frame only, to continue applying this force you must keep calling this function. | |
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Similar to a force but applied only once. | |
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This is the overview for the SetPhysicsVelocity method overload. | |
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This is the overview for the SetPosition method overload. | |
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This is the overview for the SetPositionByOffset method overload. | |
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Sets the sprite scale as an absolute multiple of its original size. For example a scale value of 2 would double the sprite's size whilst a value of 1 will return it to its original size. | |
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Sets the sprite scale as an absolute multiple of its original size. For example a scale value of 2 would double the sprite's size whilst a value of 1 will return it to its original size. | |
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This is the overview for the SetScissor method overload. | |
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Overrides the current auto generated shape for use in collision detection, hit testing, and physics. Sets the shape to a box. | |
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Overrides the current auto generated shape for use in collision detection, hit testing, and physics. Sets the shape to a circle. | |
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Overrides the current auto generated shape for use in collision detection, hit testing, and physics. Set the shape to a polygon. | |
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Sets the sprite to a new width and height. In the default coordinate system a width and height of 100,100 would fill the entire drawable screen (this can be changed using TAgkApplication.SetVirtualResolution). | |
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This command overrides the normal UV calculations of the sprites and allows you to set them directly for each vertex. | |
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Offsets the sprites UV coordinates by the given amount. For example, offsetting by 0.5 in the U direction will make the sprite begin sampling the texture halfway across the top of the texture instead of the top left corner as normal. | |
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Scales the sprites UV coordinates by the given amount. A sprite with UV scaled by 2 will make its texture look twice as big as normal. | |
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Stops the animation of a sprite, maintaining the values used to set it up. |
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Name |
Description |
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Whether this sprite updates its animation and physics every frame. | |
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The alpha component of the sprite color, ranging from 0 (fully transparent) to 255 (fully opaque) | |
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The current rotation angle of the sprite in degrees, 0 degrees being the direction x=0 y=-1 (12 o'clock) and proceeding clockwise. | |
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The current rotation angle of the sprite in radians, 0 radians being the direction x=0 y=-1 (12 o'clock) and proceeding clockwise. | |
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Assigns the sprite to zero or more categories for collision filtering (physics and non physics). | |
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Uses a bitwise mask to determine which sprites this sprite can collide with. | |
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The color of the sprite | |
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The current frame in the sprite animation. | |
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The current depth of the sprite in the range 0-10000, with 0 being the front of the screen and 10000 being the back. | |
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Whether the sprite is fixed to the screen. | |
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The total number of frames the sprite managed to get from its image. | |
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Assigns this sprite to a group for filtering collisions (physics or non physics). | |
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The current height of the sprite as a floating point value. | |
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The internal ID of the object. | |
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The image currently assigned to the sprite. | |
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The number of objects that this object owns. | |
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The objects that this object owns. | |
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The owner of this object. | |
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Sets some damping on the sprite's angular movement which may simulate something like wind resistance. | |
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Similar to a torque force, but applied only once. | |
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The angular velocity of the sprite in radians per second. This is the speed at which the sprite is currently rotating. | |
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Sets whether the physics simulation is allowed to rotate the sprite in response to collisions. | |
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Sets some damping on the sprite's linear movement which may simulate something like wind resistance. | |
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Whether physics is enabled for this sprite. | |
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Sets the friction value to use for this sprite during physics calculations. Should be in the range 0-1. | |
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Set this to True if the sprite is likely to be moving very fast, like a bullet, as it will then be checked more thoroughly for collision with other dynamic sprites, using this unnecessarily will affect performance. | |
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Set this to True to make the sprite a sensor object. | |
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The mass of the sprite in kilograms currently being used. This was either generated automatically when its shape was created or a shape was added, or was set manually. | |
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Sets the sprite up for automatic collision using the built physics system. Sets the mode to use for physics. Once you have set a sprite to be controlled by physics you should use SetPosition and Angle sparingly as these will interrupt the physics motion of the sprite. You can also use the SetPhysicsVelocity and PhysicsAngularVelocity to change the speed and direction of a sprite, but again these will interfere with the physics motion of the sprite. If you wish to influence the position or rotation of a physics sprite you should use the force and torque (rotational force) functions where possible, these will maintain... more | |
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Sets the restitution (bounciness) value to use for this sprite during physics calculations. Should be in the range 0-1. | |
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Applies a torque to the rotation of the sprite, similar to applying a force to its movement. | |
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Returns the linear velocity of the sprite. | |
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Returns the linear velocity of the sprite in the X direction. | |
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Returns the linear velocity of the sprite in the Y direction. | |
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Whether the sprite is currently playing an animation. | |
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The current position of the sprite's top left corner in world coordinates. | |
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The current position of the sprite's current offset point in the world. | |
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Sets the current shape for use in collision detection, hit testing, and physics. A shape can be set without turning physics on, and by default all sprites are set to use the box shape, which is the fastest to setup. If you select no shape (psNone) then hit tests and collision will return False, and physics will move but not collide the sprite, resulting in it passing through everything. | |
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A special render mode that keeps the sprite on whole pixels only so it does not draw itself across pixel boundaries which may cause flickering as the sprite moves across the screen. | |
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The sprite animation speed in Frames Per Second. | |
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Set the sprite transparency to a particular setting, with a choice of no transparency (tmNone), alpha transparency (tmAlphaTransparency), and alpha masking (on/off transparency, tmAlphaMasking), although alpha masking tends to be slower than full alpha on most devices. | |
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Controls how the sprite handles UVs that might extend beyond the bounds of the image during sampling, for example when the edge of the sprite is halfway across a pixel. | |
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Whether this sprite is visible during drawing. | |
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The current width of the sprite as a floating point value. | |
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The current X coordinate of the sprite's top left corner as a floating point value in world coordinates. When setting this property, it will immediately take effect. | |
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The current X coordinate of the sprite's current offset point in the world. | |
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The current Y coordinate of the sprite's top left corner as a floating point value in world coordinates. When setting this property, it will immediately take effect. | |
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The current Y coordinate of the sprite's current offset point in the world. |
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