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SceneObject Class Reference

Inherits BehaviorComponent, and BehaviorComponent.

Inherited by CompositeSprite, CompositeSprite, ImageFont, ImageFont, ParticlePlayer, ParticlePlayer, ShapeVector, ShapeVector, SpriteBase, SpriteBase, Trigger, Trigger, WaveComposite, and WaveComposite.

Methods

void addToScene (Scene scene)
 
void addToScene (Scene scene)
 
void applyAngularImpulse (impulse)
 
void applyAngularImpulse (impulse)
 
void applyForce (worldForce X/Y,[worldPoint X/Y])
 
void applyForce (worldForce X/Y,[worldPoint X/Y])
 
void applyLinearImpulse (worldImpulse X/Y,[worldPoint X/Y])
 
void applyLinearImpulse (worldImpulse X/Y,[worldPoint X/Y])
 
void applyTorque (torque)
 
void applyTorque (torque)
 
void attachGui (guiControl guiObject, SceneWindow window,[sizeControl?=false])
 
void attachGui (guiControl guiObject, SceneWindow window,[sizeControl?=false])
 
void cancelMoveTo ([autoStop=true])
 
void cancelMoveTo ([autoStop=true])
 
void cancelRotateTo ([autoStop=true])
 
void cancelRotateTo ([autoStop=true])
 
void clearCollisionShapes ()
 
void clearCollisionShapes ()
 
void copyAllCollisionShapes (targetObject[, clearTargetShapes?])
 
void copyAllCollisionShapes (targetObject[, clearTargetShapes?])
 
int copyCollisionShape (int shapeIndex, targetObject)
 
int copyCollisionShape (int shapeIndex, targetObject)
 
bool copyFrom (SceneObject object,[copyDynamicFields?=false])
 
bool copyFrom (SceneObject object,[copyDynamicFields?=false])
 
int createChainCollisionShape (localPointsX/Y,[adjacentLocalPositionStartX, adjacentLocalPositionStartY],[adjacentLocalPositionEndX, adjacentLocalPositionEndY])
 
int createChainCollisionShape (localPointsX/Y,[adjacentLocalPositionStartX, adjacentLocalPositionStartY],[adjacentLocalPositionEndX, adjacentLocalPositionEndY])
 
int createCircleCollisionShape (radius,[localPositionX, localPositionY])
 
int createCircleCollisionShape (radius,[localPositionX, localPositionY])
 
int createEdgeCollisionShape (localPositionStartX, localPositionStartY, localPositionEndX, localPositionEndY,[adjacentLocalPositionStartX, adjacentLocalPositionStartY],[adjacentLocalPositionEndX, adjacentLocalPositionEndY])
 
int createEdgeCollisionShape (localPositionStartX, localPositionStartY, localPositionEndX, localPositionEndY,[adjacentLocalPositionStartX, adjacentLocalPositionStartY],[adjacentLocalPositionEndX, adjacentLocalPositionEndY])
 
int createPolygonBoxCollisionShape (width, height,[localCentroidX, localCentroidY],[angle])
 
int createPolygonBoxCollisionShape (width, height,[localCentroidX, localCentroidY],[angle])
 
int createPolygonCollisionShape (localPointsX/Y)
 
int createPolygonCollisionShape (localPointsX/Y)
 
bool deleteCollisionShape (int shapeIndex)
 
bool deleteCollisionShape (int shapeIndex)
 
void detachGui ()
 
void detachGui ()
 
string getAABB ()
 
string getAABB ()
 
bool getActive ()
 
bool getActive ()
 
float getAlphaTest ()
 
float getAlphaTest ()
 
float getAngle ()
 
float getAngle ()
 
float getAngularDamping ()
 
float getAngularDamping ()
 
float getAngularVelocity ()
 
float getAngularVelocity ()
 
string getArea ()
 
string getArea ()
 
string getAreaMax (float x2/float y2)
 
string getAreaMax (float x2/float y2)
 
string getAreaMin ()
 
string getAreaMin ()
 
bool getAutoSizing ()
 
bool getAutoSizing ()
 
bool getAwake ()
 
bool getAwake ()
 
float getBlendAlpha ()
 
float getBlendAlpha ()
 
string getBlendColor (allowColorNames)
 
string getBlendColor (allowColorNames)
 
bool getBlendMode ()
 
bool getBlendMode ()
 
string getBodyType ()
 
string getBodyType ()
 
bool getBullet ()
 
bool getBullet ()
 
string getChainCollisionShapeAdjacentEnd (int shapeIndex)
 
string getChainCollisionShapeAdjacentEnd (int shapeIndex)
 
string getChainCollisionShapeAdjacentStart (int shapeIndex)
 
string getChainCollisionShapeAdjacentStart (int shapeIndex)
 
bool getChainCollisionShapeHasAdjacentEnd (int shapeIndex)
 
bool getChainCollisionShapeHasAdjacentEnd (int shapeIndex)
 
bool getChainCollisionShapeHasAdjacentStart (int shapeIndex)
 
bool getChainCollisionShapeHasAdjacentStart (int shapeIndex)
 
string getChainCollisionShapeLocalPoint (int shapeIndex, int pointIndex)
 
string getChainCollisionShapeLocalPoint (int shapeIndex, int pointIndex)
 
int getChainCollisionShapePointCount (int shapeIndex)
 
int getChainCollisionShapePointCount (int shapeIndex)
 
string getCircleCollisionShapeLocalPosition (int shapeIndex)
 
string getCircleCollisionShapeLocalPosition (int shapeIndex)
 
float getCircleCollisionShapeRadius (int shapeIndex)
 
float getCircleCollisionShapeRadius (int shapeIndex)
 
bool getCollisionCallback ()
 
bool getCollisionCallback ()
 
string getCollisionGroups ()
 
string getCollisionGroups ()
 
string getCollisionLayers ()
 
string getCollisionLayers ()
 
string getCollisionMasks (groupMask/layerMask)
 
string getCollisionMasks (groupMask/layerMask)
 
float getCollisionShapeArea (int shapeIndex)
 
float getCollisionShapeArea (int shapeIndex)
 
int getCollisionShapeCount ()
 
int getCollisionShapeCount ()
 
float getCollisionShapeDensity (int shapeIndex)
 
float getCollisionShapeDensity (int shapeIndex)
 
float getCollisionShapeFriction (int shapeIndex)
 
float getCollisionShapeFriction (int shapeIndex)
 
bool getCollisionShapeIsSensor (int shapeIndex)
 
bool getCollisionShapeIsSensor (int shapeIndex)
 
float getCollisionShapeRestitution (int shapeIndex)
 
float getCollisionShapeRestitution (int shapeIndex)
 
string getCollisionShapeType (int shapeIndex)
 
string getCollisionShapeType (int shapeIndex)
 
bool getCollisionSuppress ()
 
bool getCollisionSuppress ()
 
string getContact (contactIndex)
 
string getContact (contactIndex)
 
int getContactCount ()
 
int getContactCount ()
 
float getDefaultDensity ()
 
float getDefaultDensity ()
 
float getDefaultFriction ()
 
float getDefaultFriction ()
 
float getDefaultRestitution ()
 
float getDefaultRestitution ()
 
string getDstBlendFactor ()
 
string getDstBlendFactor ()
 
string getEdgeCollisionShapeAdjacentEnd (int shapeIndex)
 
string getEdgeCollisionShapeAdjacentEnd (int shapeIndex)
 
string getEdgeCollisionShapeAdjacentStart (int shapeIndex)
 
string getEdgeCollisionShapeAdjacentStart (int shapeIndex)
 
bool getEdgeCollisionShapeHasAdjacentEnd (int shapeIndex)
 
bool getEdgeCollisionShapeHasAdjacentEnd (int shapeIndex)
 
bool getEdgeCollisionShapeHasAdjacentStart (int shapeIndex)
 
bool getEdgeCollisionShapeHasAdjacentStart (int shapeIndex)
 
string getEdgeCollisionShapeLocalPositionEnd (int shapeIndex)
 
string getEdgeCollisionShapeLocalPositionEnd (int shapeIndex)
 
string getEdgeCollisionShapeLocalPositionStart (int shapeIndex)
 
string getEdgeCollisionShapeLocalPositionStart (int shapeIndex)
 
bool getFixedAngle ()
 
bool getFixedAngle ()
 
bool getGatherContacts ()
 
bool getGatherContacts ()
 
float getGravityScale ()
 
float getGravityScale ()
 
float getHeight ()
 
float getHeight ()
 
float getInertia ()
 
float getInertia ()
 
bool getIsPointInCollisionShape (int shapeIndex, worldPointX/Y)
 
bool getIsPointInCollisionShape (int shapeIndex, worldPointX/Y)
 
bool getIsPointInOOBB (worldPointX/Y)
 
bool getIsPointInOOBB (worldPointX/Y)
 
float getLifetime ()
 
float getLifetime ()
 
float getLinearDamping ()
 
float getLinearDamping ()
 
string getLinearVelocity ()
 
string getLinearVelocity ()
 
string getLinearVelocityFromLocalPoint (localPointX/Y)
 
string getLinearVelocityFromLocalPoint (localPointX/Y)
 
string getLinearVelocityFromWorldPoint (worldPointX/Y)
 
string getLinearVelocityFromWorldPoint (worldPointX/Y)
 
string getLinearVelocityPolar ()
 
string getLinearVelocityPolar ()
 
float getLinearVelocityX ()
 
float getLinearVelocityX ()
 
float getLinearVelocityY ()
 
float getLinearVelocityY ()
 
string getLocalCenter ()
 
string getLocalCenter ()
 
string getLocalPoint (float worldPointX/Y)
 
string getLocalPoint (float worldPointX/Y)
 
string getLocalVector (float worldVectorX/Y)
 
string getLocalVector (float worldVectorX/Y)
 
float getMass ()
 
float getMass ()
 
bool getPickingAllowed ()
 
bool getPickingAllowed ()
 
string getPolygonCollisionShapeLocalPoint (int shapeIndex, int pointIndex)
 
string getPolygonCollisionShapeLocalPoint (int shapeIndex, int pointIndex)
 
int getPolygonCollisionShapePointCount (int shapeIndex)
 
int getPolygonCollisionShapePointCount (int shapeIndex)
 
string getPosition ()
 
string getPosition ()
 
float getRenderAngle ()
 
float getRenderAngle ()
 
string getRenderGroup ()
 
string getRenderGroup ()
 
string getRenderPosition ()
 
string getRenderPosition ()
 
int getScene ()
 
int getScene ()
 
int getSceneGroup ()
 
int getSceneGroup ()
 
int getSceneLayer ()
 
int getSceneLayer ()
 
float getSceneLayerDepth ()
 
float getSceneLayerDepth ()
 
string getSize ()
 
string getSize ()
 
float getSizeX ()
 
float getSizeX ()
 
float getSizeY ()
 
float getSizeY ()
 
bool getSleepingAllowed ()
 
bool getSleepingAllowed ()
 
bool getSleepingCallback ()
 
bool getSleepingCallback ()
 
string getSortPoint ()
 
string getSortPoint ()
 
float getSortPointX ()
 
float getSortPointX ()
 
float getSortPointY ()
 
float getSortPointY ()
 
string getSrcBlendFactor ()
 
string getSrcBlendFactor ()
 
bool getUpdateCallback ()
 
bool getUpdateCallback ()
 
bool getUseInputEvents ()
 
bool getUseInputEvents ()
 
bool getVisible ()
 
bool getVisible ()
 
float getWidth ()
 
float getWidth ()
 
string getWorldCenter ()
 
string getWorldCenter ()
 
string getWorldPoint (float localPointX/Y)
 
string getWorldPoint (float localPointX/Y)
 
string getWorldVector (float localVectorX/Y)
 
string getWorldVector (float localVectorX/Y)
 
bool isMoveToComplete ()
 
bool isMoveToComplete ()
 
bool isRotateToComplete ()
 
bool isRotateToComplete ()
 
bool moveTo (worldPoint X/Y, speed,[autoStop=true],[warpToTarget=true])
 
bool moveTo (worldPoint X/Y, speed,[autoStop=true],[warpToTarget=true])
 
void removeFromScene ()
 
void removeFromScene ()
 
bool rotateTo (angle, speed,[autoStop=true],[warpToTarget=true])
 
bool rotateTo (angle, speed,[autoStop=true],[warpToTarget=true])
 
void safeDelete ()
 
void safeDelete ()
 
void setActive ([bool status?])
 
void setActive ([bool status?])
 
void setAlphaTest (float alpha)
 
void setAlphaTest (float alpha)
 
void setAngle (float angle)
 
void setAngle (float angle)
 
void setAngularDamping (float damping)
 
void setAngularDamping (float damping)
 
void setAngularVelocity (float velocity)
 
void setAngularVelocity (float velocity)
 
void setArea (float x1, float y1, float x2, float y2)
 
void setArea (float x1, float y1, float x2, float y2)
 
void setAwake ([bool status?])
 
void setAwake ([bool status?])
 
void setBlendAlpha (float alpha)
 
void setBlendAlpha (float alpha)
 
void setBlendColor (float red, float green, float blue,[float alpha=1.0])
 
void setBlendColor (float red, float green, float blue,[float alpha=1.0])
 
void setBlendMode (bool blendMode)
 
void setBlendMode (bool blendMode)
 
void setBodyType (bodyType type)
 
void setBodyType (bodyType type)
 
void setBullet ([bool status?])
 
void setBullet ([bool status?])
 
void setCollisionAgainst (SceneObject object,[clearMasks?=false])
 
void setCollisionAgainst (SceneObject object,[clearMasks?=false])
 
void setCollisionCallback ([bool status?])
 
void setCollisionCallback ([bool status?])
 
void setCollisionGroups (groups)
 
void setCollisionGroups (groups)
 
void setCollisionLayers (layers)
 
void setCollisionLayers (layers)
 
void setCollisionMasks (groupMask,[layerMask])
 
void setCollisionMasks (groupMask,[layerMask])
 
void setCollisionShapeDensity (int shapeIndex, float density)
 
void setCollisionShapeDensity (int shapeIndex, float density)
 
void setCollisionShapeFriction (int shapeIndex, float friction)
 
void setCollisionShapeFriction (int shapeIndex, float friction)
 
void setCollisionShapeIsSensor (int shapeIndex, bool status)
 
void setCollisionShapeIsSensor (int shapeIndex, bool status)
 
void setCollisionShapeRestitution (int shapeIndex, float restitution)
 
void setCollisionShapeRestitution (int shapeIndex, float restitution)
 
void setCollisionSuppress ([bool status?])
 
void setCollisionSuppress ([bool status?])
 
void setDebugOff (debugOptions)
 
void setDebugOff (debugOptions)
 
void setDebugOn (debugOptions)
 
void setDebugOn (debugOptions)
 
void setDefaultDensity (float density,[bool updateShapes])
 
void setDefaultDensity (float density,[bool updateShapes])
 
void setDefaultFriction (float friction,[bool updateShapes])
 
void setDefaultFriction (float friction,[bool updateShapes])
 
void setDefaultRestitution (float restitution,[bool updateShapes])
 
void setDefaultRestitution (float restitution,[bool updateShapes])
 
void setDstBlendFactor (dstBlend)
 
void setDstBlendFactor (dstBlend)
 
void setEnabled (bool status)
 
void setEnabled (bool status)
 
void setFixedAngle (bool status?)
 
void setFixedAngle (bool status?)
 
void setGatherContacts (bool gatherContacts)
 
void setGatherContacts (bool gatherContacts)
 
void setGravityScale (float scale)
 
void setGravityScale (float scale)
 
void setHeight (float height)
 
void setHeight (float height)
 
void setLifetime (float lifetime)
 
void setLifetime (float lifetime)
 
void setLinearDamping (float damping)
 
void setLinearDamping (float damping)
 
void setLinearVelocity (float velocityX, float velocityY)
 
void setLinearVelocity (float velocityX, float velocityY)
 
void setLinearVelocityPolar (float angle, float speed)
 
void setLinearVelocityPolar (float angle, float speed)
 
void setLinearVelocityX (float velocityX)
 
void setLinearVelocityX (float velocityX)
 
void setLinearVelocityY (float velocityY)
 
void setLinearVelocityY (float velocityY)
 
void setPickingAllowed (bool pickingAllowed)
 
void setPickingAllowed (bool pickingAllowed)
 
void setPosition (float x, float y)
 
void setPosition (float x, float y)
 
void setPositionX (float x)
 
void setPositionX (float x)
 
void setPositionY (float y)
 
void setPositionY (float y)
 
void setRenderGroup (renderGroup)
 
void setRenderGroup (renderGroup)
 
void setSceneGroup (integer group)
 
void setSceneGroup (integer group)
 
void setSceneLayer (integer layer)
 
void setSceneLayer (integer layer)
 
void setSceneLayerDepth (float layerDepth)
 
void setSceneLayerDepth (float layerDepth)
 
bool setSceneLayerDepthBack ()
 
bool setSceneLayerDepthBack ()
 
bool setSceneLayerDepthBackward ()
 
bool setSceneLayerDepthBackward ()
 
bool setSceneLayerDepthForward ()
 
bool setSceneLayerDepthForward ()
 
bool setSceneLayerDepthFront ()
 
bool setSceneLayerDepthFront ()
 
void setSize (float width, float height)
 
void setSize (float width, float height)
 
void setSizeX (float width)
 
void setSizeX (float width)
 
void setSizeY (float height)
 
void setSizeY (float height)
 
void setSleepingAllowed ([bool status?])
 
void setSleepingAllowed ([bool status?])
 
void setSleepingCallback ([bool status?])
 
void setSleepingCallback ([bool status?])
 
void setSortPoint (float x, float y)
 
void setSortPoint (float x, float y)
 
void setSortPointX (float x)
 
void setSortPointX (float x)
 
void setSortPointY (float y)
 
void setSortPointY (float y)
 
void setSrcBlendFactor (srcBlend)
 
void setSrcBlendFactor (srcBlend)
 
void setUpdateCallback ([bool status?])
 
void setUpdateCallback ([bool status?])
 
void setUseInputEvents (bool inputStatus)
 
void setUseInputEvents (bool inputStatus)
 
void setVisible (bool status)
 
void setVisible (bool status)
 
void setWidth (float width)
 
void setWidth (float width)
 
- Methods inherited from BehaviorComponent
bool addBehavior (BehaviorInstance bi)
 
bool addBehavior (BehaviorInstance bi)
 
void clearBehaviors ()
 
void clearBehaviors ()
 
bool connect (outputBehavior, inputBehavior, outputName, inputName)
 
bool connect (outputBehavior, inputBehavior, outputName, inputName)
 
bool disconnect (outputBehavior, inputBehavior, outputName, inputName)
 
bool disconnect (outputBehavior, inputBehavior, outputName, inputName)
 
int getBehavior (string BehaviorTemplateName)
 
int getBehavior (string BehaviorTemplateName)
 
int getBehaviorByIndex (int index)
 
int getBehaviorByIndex (int index)
 
string getBehaviorConnection (outputBehavior, outputName, connectionIndex)
 
string getBehaviorConnection (outputBehavior, outputName, connectionIndex)
 
int getBehaviorConnectionCount (outputBehavior, outputName)
 
int getBehaviorConnectionCount (outputBehavior, outputName)
 
int getBehaviorCount ()
 
int getBehaviorCount ()
 
bool raise (outputBehavior, outputName,[deltaTime])
 
bool raise (outputBehavior, outputName,[deltaTime])
 
bool removeBehavior (BehaviorInstance bi,[bool deleteBehavior=true])
 
bool removeBehavior (BehaviorInstance bi,[bool deleteBehavior=true])
 
bool reOrder (BehaviorInstance inst,[int desiredIndex=0])
 
bool reOrder (BehaviorInstance inst,[int desiredIndex=0])
 
- Methods inherited from DynamicConsoleMethodComponent
string callOnBehaviors (methodName, argi)
 
string callOnBehaviors (methodName, argi)
 
- Methods inherited from SimComponent
bool addComponents (%compObjName,%compObjName2,...)
 
bool addComponents (%compObjName,%compObjName2,...)
 
int getComponent (idx)
 
int getComponent (idx)
 
int getComponentCount ()
 
int getComponentCount ()
 
bool isEnabled ()
 
bool isEnabled ()
 
bool removeComponents (%compObjName,%compObjName2,...)
 
bool removeComponents (%compObjName,%compObjName2,...)
 
void setEnabled (enabled)
 
void setEnabled (enabled)
 
- Methods inherited from SimObject
void addFieldFilter (fieldName)
 
void addFieldFilter (fieldName)
 
string call (%args)
 
string call (%args)
 
int clone ([bool copyDynamicFields?=false])
 
int clone ([bool copyDynamicFields?=false])
 
void delete ()
 
void delete ()
 
void dump ()
 
void dump ()
 
void dumpClassHierarchy ()
 
void dumpClassHierarchy ()
 
string getClassName ()
 
string getClassName ()
 
string getClassNamespace ()
 
string getClassNamespace ()
 
string getDynamicField (index)
 
string getDynamicField (index)
 
int getDynamicFieldCount ()
 
int getDynamicFieldCount ()
 
string getField (int index)
 
string getField (int index)
 
int getFieldCount ()
 
int getFieldCount ()
 
string getFieldType (fieldName)
 
string getFieldType (fieldName)
 
string getFieldValue (fieldName)
 
string getFieldValue (fieldName)
 
int getGroup ()
 
int getGroup ()
 
int getId ()
 
int getId ()
 
string getInternalName ()
 
string getInternalName ()
 
string getName ()
 
string getName ()
 
string getProgenitorFile ()
 
string getProgenitorFile ()
 
string getSuperClassNamespace ()
 
string getSuperClassNamespace ()
 
int getType ()
 
int getType ()
 
bool isChildOfGroup ()
 
bool isChildOfGroup ()
 
bool isMemberOfClass (string classname)
 
bool isMemberOfClass (string classname)
 
bool isMethod (string method name)
 
bool isMethod (string method name)
 
bool isTimerActive ()
 
bool isTimerActive ()
 
void removeFieldFilter (fieldName)
 
void removeFieldFilter (fieldName)
 
bool save (fileName,[selectedOnly])
 
bool save (fileName,[selectedOnly])
 
int schedule (time, command,< arg1...argN >)
 
int schedule (time, command,< arg1...argN >)
 
void setClassNamespace ()
 
void setClassNamespace ()
 
bool setFieldValue (fieldName, value)
 
bool setFieldValue (fieldName, value)
 
void setInternalName ()
 
void setInternalName ()
 
void setName (newName)
 
void setName (newName)
 
void setProgenitorFile (file)
 
void setProgenitorFile (file)
 
void setSuperClassNamespace ()
 
void setSuperClassNamespace ()
 
bool startTimer (callbackFunction, float timePeriod,[repeat])
 
bool startTimer (callbackFunction, float timePeriod,[repeat])
 
void stopTimer ()
 
void stopTimer ()
 

Fields

bool Active
 
float AlphaTest
 
float Angle
 
float AngularDamping
 
float AngularVelocity
 
bool Awake
 
ColorF BlendColor
 
bool BlendMode
 
enumval BodyType
 
bool Bullet
 
bool CollisionCallback
 
int CollisionGroups
 
int CollisionLayers
 
bool CollisionSuppress
 
float DefaultDensity
 
float DefaultFriction
 
float DefaultRestitution
 
enumval DstBlendFactor
 
bool Enabled
 
bool FixedAngle
 
bool GatherContacts
 
float GravityScale
 
float Lifetime
 
float LinearDamping
 
Vector2 LinearVelocity
 
bool PickingAllowed
 
Vector2 Position
 
string RenderGroup
 
SimObjectPtr Scene
 
int SceneGroup
 
int SceneLayer
 
float SceneLayerDepth
 
Vector2 Size
 
bool SleepingAllowed
 
bool SleepingCallback
 
Vector2 SortPoint
 
enumval SrcBlendFactor
 
bool UpdateCallback
 
bool UseInputEvents
 
bool Visible
 
SimBase
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
Namespace Linking
string superclass
 
string class
 
- Fields inherited from BehaviorComponent
bool Enabled
 
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 
- Fields inherited from DynamicConsoleMethodComponent
bool Enabled
 
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 
- Fields inherited from SimComponent
bool Enabled
 
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 
- Fields inherited from SimObject
bool canSaveDynamicFields
 
string internalName
 
SimObjectPtr parentGroup
 
string superclass
 
string class
 

Methods

void SceneObject::addToScene ( Scene  scene)

Add the object to a scene.

Parameters
scenethe scene you wish to add this object to.
Returns
No return value.
void SceneObject::addToScene ( Scene  scene)

Add the object to a scene.

Parameters
scenethe scene you wish to add this object to.
Returns
No return value.
void SceneObject::applyAngularImpulse ( impulse  )
  • Applies an angular impulse.
    Parameters
    impulse- The impulse in Kg*m*m/s.
    Returns
    No return Value.
void SceneObject::applyAngularImpulse ( impulse  )
  • Applies an angular impulse.
    Parameters
    impulse- The impulse in Kg*m*m/s.
    Returns
    No return Value.
void SceneObject::applyForce ( worldForce X/  Y)
  • Applies a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity.
    Parameters
    worldForceX/Y- The world force vector in Newtons (N).
    worldPointX/Y- The world point where the force is applied. If world point is not specified, the center of mass is used.
    Returns
    No return Value.
void SceneObject::applyForce ( worldForce X/  Y)
  • Applies a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity.
    Parameters
    worldForceX/Y- The world force vector in Newtons (N).
    worldPointX/Y- The world point where the force is applied. If world point is not specified, the center of mass is used.
    Returns
    No return Value.
void SceneObject::applyLinearImpulse ( worldImpulse X/  Y)
  • Applies an impulse at a world point. This immediately modifies the linear velocity. It also modifies the angular velocity if the point of application is not the center of mass.
    Parameters
    worldImpulse/Y- The world impulse vector in Newtons (N-seconds) or Kg-m/s.
    worldPointX/Y- The world point where the force is applied. If world point is not specified, the center of mass is used.
    Returns
    No return Value.
void SceneObject::applyLinearImpulse ( worldImpulse X/  Y)
  • Applies an impulse at a world point. This immediately modifies the linear velocity. It also modifies the angular velocity if the point of application is not the center of mass.
    Parameters
    worldImpulse/Y- The world impulse vector in Newtons (N-seconds) or Kg-m/s.
    worldPointX/Y- The world point where the force is applied. If world point is not specified, the center of mass is used.
    Returns
    No return Value.
void SceneObject::applyTorque ( torque  )
  • Applies a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.
    Parameters
    torque- The torque in Newton-metres (N-m).
    Returns
    No return Value.
void SceneObject::applyTorque ( torque  )
  • Applies a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.
    Parameters
    torque- The torque in Newton-metres (N-m).
    Returns
    No return Value.
void SceneObject::attachGui ( guiControl  guiObject,
SceneWindow  window 
)
  • Attach a GUI Control to the object.
    Parameters
    guiObjectThe GuiControl to attach.
    windowThe SceneWindow to bind the GuiControl to.
    sizeControlWhether or not to size the GuiControl to the size of this object.
    Returns
    No return Value.
void SceneObject::attachGui ( guiControl  guiObject,
SceneWindow  window 
)
  • Attach a GUI Control to the object.
    Parameters
    guiObjectThe GuiControl to attach.
    windowThe SceneWindow to bind the GuiControl to.
    sizeControlWhether or not to size the GuiControl to the size of this object.
    Returns
    No return Value.
void SceneObject::cancelMoveTo ( )
  • Stop a previous 'moveTo' command.
    Parameters
    autoStop?- Whether to automatically set the linear velocity to zero or not
    Returns
    No return value.
void SceneObject::cancelMoveTo ( )
  • Stop a previous 'moveTo' command.
    Parameters
    autoStop?- Whether to automatically set the linear velocity to zero or not
    Returns
    No return value.
void SceneObject::cancelRotateTo ( )
  • Stop a previous 'rotateTo' command.
    Parameters
    autoStop?- Whether to automatically set the angular velocity to zero or not
    Returns
    No return value.
void SceneObject::cancelRotateTo ( )
  • Stop a previous 'rotateTo' command.
    Parameters
    autoStop?- Whether to automatically set the angular velocity to zero or not
    Returns
    No return value.
void SceneObject::clearCollisionShapes ( )
  • Deletes all collision shapes.
    Returns
    No return value.
void SceneObject::clearCollisionShapes ( )
  • Deletes all collision shapes.
    Returns
    No return value.
void SceneObject::copyAllCollisionShapes ( targetObject  [, clearTargetShapes?])
  • Copies all collision shapes to the target object.
    Parameters
    targetObject- The target object to receive the collision shapes.
    clearTargetShapes- Whether to clear the current collision shapes on the target or not. Optional: Defaults to true.
    Returns
    No return value.
void SceneObject::copyAllCollisionShapes ( targetObject  [, clearTargetShapes?])
  • Copies all collision shapes to the target object.
    Parameters
    targetObject- The target object to receive the collision shapes.
    clearTargetShapes- Whether to clear the current collision shapes on the target or not. Optional: Defaults to true.
    Returns
    No return value.
int SceneObject::copyCollisionShape ( int  shapeIndex,
targetObject   
)
  • Copies a collision shape at the specified index to the target object.
    Parameters
    shapeIndex- The index of the collision shape.
    targetObject- The target object to receive the collision shape copy.
    Returns
    The shape index of the copied collision shape on the target object or (-1) if not copied.
int SceneObject::copyCollisionShape ( int  shapeIndex,
targetObject   
)
  • Copies a collision shape at the specified index to the target object.
    Parameters
    shapeIndex- The index of the collision shape.
    targetObject- The target object to receive the collision shape copy.
    Returns
    The shape index of the copied collision shape on the target object or (-1) if not copied.
bool SceneObject::copyFrom ( SceneObject  object)
  • Copies one scene object from another scene object. The object being copied to needs to be of the same class as the object being copied from.
    Parameters
    objectThe SceneObject to copy this object to.
    copyDynamicFieldsWhether the dynamic fields should be copied or not. Optional: Defaults to false.
    Returns
    (bool) Whether or not the copy was successful.
bool SceneObject::copyFrom ( SceneObject  object)
  • Copies one scene object from another scene object. The object being copied to needs to be of the same class as the object being copied from.
    Parameters
    objectThe SceneObject to copy this object to.
    copyDynamicFieldsWhether the dynamic fields should be copied or not. Optional: Defaults to false.
    Returns
    (bool) Whether or not the copy was successful.
int SceneObject::createChainCollisionShape ( localPointsX/  Y)

Creates a chain collision shape.

Parameters
localPointsX/YA space separated list of local points for the chain collision shape (must be at least two points).
adjacentLocalPositionStartXYThe adjacent local position of the start of the edge.
adjacentLocalPositionEndXYThe adjacent local position of the end of the edge.
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createChainCollisionShape ( localPointsX/  Y)

Creates a chain collision shape.

Parameters
localPointsX/YA space separated list of local points for the chain collision shape (must be at least two points).
adjacentLocalPositionStartXYThe adjacent local position of the start of the edge.
adjacentLocalPositionEndXYThe adjacent local position of the end of the edge.
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createCircleCollisionShape ( radius  )

Creates a circle collision shape.

Parameters
radiusThe radius of the circle.
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createCircleCollisionShape ( radius  )

Creates a circle collision shape.

Parameters
radiusThe radius of the circle.
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createEdgeCollisionShape ( localPositionStartX  ,
localPositionStartY  ,
localPositionEndX  ,
localPositionEndY   
)
  • Creates an edge collision shape.
    Parameters
    localPositionStartXYThe local position of the start of the edge.
    localPositionEndXYThe local position of the end of the edge.
    adjacentLocalPositionStartXYThe adjacent local position of the start of the edge.
    adjacentLocalPositionEndXYThe adjacent local position of the end of the edge.
    Returns
    (int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createEdgeCollisionShape ( localPositionStartX  ,
localPositionStartY  ,
localPositionEndX  ,
localPositionEndY   
)
  • Creates an edge collision shape.
    Parameters
    localPositionStartXYThe local position of the start of the edge.
    localPositionEndXYThe local position of the end of the edge.
    adjacentLocalPositionStartXYThe adjacent local position of the start of the edge.
    adjacentLocalPositionEndXYThe adjacent local position of the end of the edge.
    Returns
    (int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createPolygonBoxCollisionShape ( width  ,
height   
)

Creates a polygon box collision shape.

Parameters
widthThe width of the box.
heightThe height of the box.
localCentroidX/YThe local position of the box centroid.
angleThe angle of the box.
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createPolygonBoxCollisionShape ( width  ,
height   
)

Creates a polygon box collision shape.

Parameters
widthThe width of the box.
heightThe height of the box.
localCentroidX/YThe local position of the box centroid.
angleThe angle of the box.
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createPolygonCollisionShape ( localPointsX/  Y)

Creates a convex polygon collision shape.

Parameters
localPointsX/YA space separated list of local points for the convex polygon collision shape (must be at least three points).
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
int SceneObject::createPolygonCollisionShape ( localPointsX/  Y)

Creates a convex polygon collision shape.

Parameters
localPointsX/YA space separated list of local points for the convex polygon collision shape (must be at least three points).
Returns
(int shapeIndex) The index of the collision shape or (-1) if not created.
bool SceneObject::deleteCollisionShape ( int  shapeIndex)
  • Deletes the specified collision shape.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    Whether the collision shape was successfully deleted or not.
bool SceneObject::deleteCollisionShape ( int  shapeIndex)
  • Deletes the specified collision shape.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    Whether the collision shape was successfully deleted or not.
void SceneObject::detachGui ( )
  • Detach any GUI Control.
    Returns
    No return Value.
void SceneObject::detachGui ( )
  • Detach any GUI Control.
    Returns
    No return Value.
string SceneObject::getAABB ( )

Gets the axis-aligned bounding-box of the object.

Returns
(lowerXY upperXY) A space separated list of the lower left and upper right bounds.
string SceneObject::getAABB ( )

Gets the axis-aligned bounding-box of the object.

Returns
(lowerXY upperXY) A space separated list of the lower left and upper right bounds.
bool SceneObject::getActive ( )

Gets the body active status.

Returns
(bool status) Whether the body is active or not.
bool SceneObject::getActive ( )

Gets the body active status.

Returns
(bool status) Whether the body is active or not.
float SceneObject::getAlphaTest ( )
  • Gets the render alpha test threshold.
    Returns
    The render alpha test threshold in the range of 0.0f to 1.0. Less than zero represents disabled alpha testing.
float SceneObject::getAlphaTest ( )
  • Gets the render alpha test threshold.
    Returns
    The render alpha test threshold in the range of 0.0f to 1.0. Less than zero represents disabled alpha testing.
float SceneObject::getAngle ( )

Gets the object's angle.

Returns
(float angle) The object's current angle.
float SceneObject::getAngle ( )

Gets the object's angle.

Returns
(float angle) The object's current angle.
float SceneObject::getAngularDamping ( )
  • Gets the angular damping.
    Returns
    (float damping) The angular damping.
float SceneObject::getAngularDamping ( )
  • Gets the angular damping.
    Returns
    (float damping) The angular damping.
float SceneObject::getAngularVelocity ( )
  • Gets Object Angular Velocity.
    Returns
    (float velocity) The speed at which the object is rotating.
float SceneObject::getAngularVelocity ( )
  • Gets Object Angular Velocity.
    Returns
    (float velocity) The speed at which the object is rotating.
string SceneObject::getArea ( )

Gets the object's area.

Returns
(float x1/float y1/float x2/float y2) A space separated list of the lower left corner x and y position and the upper right corner x and y positions.
string SceneObject::getArea ( )

Gets the object's area.

Returns
(float x1/float y1/float x2/float y2) A space separated list of the lower left corner x and y position and the upper right corner x and y positions.
string SceneObject::getAreaMax ( float x2/float  y2)

The upper right corner x and y position of the object.

string SceneObject::getAreaMax ( float x2/float  y2)

The upper right corner x and y position of the object.

string SceneObject::getAreaMin ( )

Gets the upper left point of the object.

Returns
(float x1/float y1) The lower left corner x and y position of the object.
string SceneObject::getAreaMin ( )

Gets the upper left point of the object.

Returns
(float x1/float y1) The lower left corner x and y position of the object.
bool SceneObject::getAutoSizing ( )
  • Gets whether the object automatically sizes itself or not. You cannot set the size of an object that automatically sizes itself.
    Returns
    Whether the object automatically sizes itself or not.
bool SceneObject::getAutoSizing ( )
  • Gets whether the object automatically sizes itself or not. You cannot set the size of an object that automatically sizes itself.
    Returns
    Whether the object automatically sizes itself or not.
bool SceneObject::getAwake ( )

Gets whether the body is awake or not.

Returns
(bool status) Whether the body is awake or not.
bool SceneObject::getAwake ( )

Gets whether the body is awake or not.

Returns
(bool status) Whether the body is awake or not.
float SceneObject::getBlendAlpha ( )
  • Gets the Rendering Alpha (transparency).
    Returns
    (float alpha) The alpha value, a range from 0.0 to 1.0. Less than zero if alpha testing is disabled.
float SceneObject::getBlendAlpha ( )
  • Gets the Rendering Alpha (transparency).
    Returns
    (float alpha) The alpha value, a range from 0.0 to 1.0. Less than zero if alpha testing is disabled.
string SceneObject::getBlendColor ( allowColorNames  )

Gets the Rendering Blend color.

Parameters
allowColorNamesWhether to allow stock color names to be returned or not. Optional: Defaults to false.
Returns
(float red / float green / float blue / float alpha) The sprite blend color.
string SceneObject::getBlendColor ( allowColorNames  )

Gets the Rendering Blend color.

Parameters
allowColorNamesWhether to allow stock color names to be returned or not. Optional: Defaults to false.
Returns
(float red / float green / float blue / float alpha) The sprite blend color.
bool SceneObject::getBlendMode ( )
  • Gets whether blending is on or not.
    Returns
    (bool blendMode) Whether blending is on or not.
bool SceneObject::getBlendMode ( )
  • Gets whether blending is on or not.
    Returns
    (bool blendMode) Whether blending is on or not.
string SceneObject::getBodyType ( )

Gets the body type.

Returns
The body type.
string SceneObject::getBodyType ( )

Gets the body type.

Returns
The body type.
bool SceneObject::getBullet ( )

Gets whether the body is a bullet or not.

Returns
(bool status) Whether the body is a bullet or not.
bool SceneObject::getBullet ( )

Gets whether the body is a bullet or not.

Returns
(bool status) Whether the body is a bullet or not.
string SceneObject::getChainCollisionShapeAdjacentEnd ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the chain collision shape at the specified index has an adjacent end point or not.
string SceneObject::getChainCollisionShapeAdjacentEnd ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the chain collision shape at the specified index has an adjacent end point or not.
string SceneObject::getChainCollisionShapeAdjacentStart ( int  shapeIndex)
  • Gets the adjacent start point of the chain collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (adjacentStartPointXY) The adjacent start point of the chain collision shape at the specified index.
string SceneObject::getChainCollisionShapeAdjacentStart ( int  shapeIndex)
  • Gets the adjacent start point of the chain collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (adjacentStartPointXY) The adjacent start point of the chain collision shape at the specified index.
bool SceneObject::getChainCollisionShapeHasAdjacentEnd ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the chain collision shape at the specified index has an adjacent end point or not.
bool SceneObject::getChainCollisionShapeHasAdjacentEnd ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the chain collision shape at the specified index has an adjacent end point or not.
bool SceneObject::getChainCollisionShapeHasAdjacentStart ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent start point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentStart) Whether the chain collision shape at the specified index has an adjacent start point or not.
bool SceneObject::getChainCollisionShapeHasAdjacentStart ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent start point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentStart) Whether the chain collision shape at the specified index has an adjacent start point or not.
string SceneObject::getChainCollisionShapeLocalPoint ( int  shapeIndex,
int  pointIndex 
)
  • Gets the local point of a polygon collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    pointIndex- The index of the local point.
    Returns
    (localPointXY) The local point of a polygon collision shape at the specified index.
string SceneObject::getChainCollisionShapeLocalPoint ( int  shapeIndex,
int  pointIndex 
)
  • Gets the local point of a polygon collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    pointIndex- The index of the local point.
    Returns
    (localPointXY) The local point of a polygon collision shape at the specified index.
int SceneObject::getChainCollisionShapePointCount ( int  shapeIndex)
  • Gets the point count of a chain collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (int pointCount) The point count of a chain collision shape at the specified index or (0) if an invalid shape.
int SceneObject::getChainCollisionShapePointCount ( int  shapeIndex)
  • Gets the point count of a chain collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (int pointCount) The point count of a chain collision shape at the specified index or (0) if an invalid shape.
string SceneObject::getCircleCollisionShapeLocalPosition ( int  shapeIndex)
  • Gets the local position of a circle collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (localPositionXY) The local position of a circle collision shape at the specified index.
string SceneObject::getCircleCollisionShapeLocalPosition ( int  shapeIndex)
  • Gets the local position of a circle collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (localPositionXY) The local position of a circle collision shape at the specified index.
float SceneObject::getCircleCollisionShapeRadius ( int  shapeIndex)
  • Gets the radius of a circle collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (F32 radius) The radius of a circle collision shape at the specified index or (0) if an invalid shape.
float SceneObject::getCircleCollisionShapeRadius ( int  shapeIndex)
  • Gets the radius of a circle collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (F32 radius) The radius of a circle collision shape at the specified index or (0) if an invalid shape.
bool SceneObject::getCollisionCallback ( )

Gets whether the 'Scene::onCollision' callback is called or not.

Returns
(bool status) the 'Scene::onCollision' callback is called or not.
bool SceneObject::getCollisionCallback ( )

Gets whether the 'Scene::onCollision' callback is called or not.

Returns
(bool status) the 'Scene::onCollision' callback is called or not.
string SceneObject::getCollisionGroups ( )
  • Gets the collision groups.
    Returns
    (collisionGroups) A list of collision groups.
string SceneObject::getCollisionGroups ( )
  • Gets the collision groups.
    Returns
    (collisionGroups) A list of collision groups.
string SceneObject::getCollisionLayers ( )
  • Gets the collision layers.
    Returns
    (collisionLayers) A list of collision layers.
string SceneObject::getCollisionLayers ( )
  • Gets the collision layers.
    Returns
    (collisionLayers) A list of collision layers.
string SceneObject::getCollisionMasks ( groupMask/  layerMask)

The scene group(s) and scene layer(s) the object is enabled to collide with.

string SceneObject::getCollisionMasks ( groupMask/  layerMask)

The scene group(s) and scene layer(s) the object is enabled to collide with.

float SceneObject::getCollisionShapeArea ( int  shapeIndex)
  • Gets the area of collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (area) The area of collision shape at the specified index.
float SceneObject::getCollisionShapeArea ( int  shapeIndex)
  • Gets the area of collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (area) The area of collision shape at the specified index.
int SceneObject::getCollisionShapeCount ( )
  • Gets the number of collision shapes.
    Returns
    (int count) The number of collision shapes.
int SceneObject::getCollisionShapeCount ( )
  • Gets the number of collision shapes.
    Returns
    (int count) The number of collision shapes.
float SceneObject::getCollisionShapeDensity ( int  shapeIndex)
  • Gets the density of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    The density of the collision shape at the specified index (-1 if error).
float SceneObject::getCollisionShapeDensity ( int  shapeIndex)
  • Gets the density of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    The density of the collision shape at the specified index (-1 if error).
float SceneObject::getCollisionShapeFriction ( int  shapeIndex)
  • Gets the friction of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    The friction of the collision shape at the specified index (-1 if error).
float SceneObject::getCollisionShapeFriction ( int  shapeIndex)
  • Gets the friction of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    The friction of the collision shape at the specified index (-1 if error).
bool SceneObject::getCollisionShapeIsSensor ( int  shapeIndex)
  • Gets whether the collision shape at the specified index is a sensor or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    Whether the collision shape at the specified index is a sensor or not.
bool SceneObject::getCollisionShapeIsSensor ( int  shapeIndex)
  • Gets whether the collision shape at the specified index is a sensor or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    Whether the collision shape at the specified index is a sensor or not.
float SceneObject::getCollisionShapeRestitution ( int  shapeIndex)
  • Gets the restitution of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    The restitution of the collision shape at the specified index (-1 if error).
float SceneObject::getCollisionShapeRestitution ( int  shapeIndex)
  • Gets the restitution of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    The restitution of the collision shape at the specified index (-1 if error).
string SceneObject::getCollisionShapeType ( int  shapeIndex)
  • Gets the type of collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (type) The type of collision shape at the specified index.
string SceneObject::getCollisionShapeType ( int  shapeIndex)
  • Gets the type of collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (type) The type of collision shape at the specified index.
bool SceneObject::getCollisionSuppress ( )

Gets the collision suppress status.

Returns
(bool status) Whether to supress the collision or not.
bool SceneObject::getCollisionSuppress ( )

Gets the collision suppress status.

Returns
(bool status) Whether to supress the collision or not.
string SceneObject::getContact ( contactIndex  )

Gets the contact at the specified contact index.

Parameters
contactIndexThe contact at the specified index.
Returns
The contact at the specified index.
string SceneObject::getContact ( contactIndex  )

Gets the contact at the specified contact index.

Parameters
contactIndexThe contact at the specified index.
Returns
The contact at the specified index.
int SceneObject::getContactCount ( )

Gets the current contact count. This will always be zero if contact gathering is off.

Returns
(int count) - Gets the current contact count.
int SceneObject::getContactCount ( )

Gets the current contact count. This will always be zero if contact gathering is off.

Returns
(int count) - Gets the current contact count.
float SceneObject::getDefaultDensity ( )
  • Gets the default density.
    Returns
    (float density) The default density.
float SceneObject::getDefaultDensity ( )
  • Gets the default density.
    Returns
    (float density) The default density.
float SceneObject::getDefaultFriction ( )
  • Gets the default friction.
    Returns
    (float friction) The default friction.
float SceneObject::getDefaultFriction ( )
  • Gets the default friction.
    Returns
    (float friction) The default friction.
float SceneObject::getDefaultRestitution ( )
  • Gets the default restitution.
    Returns
    (float density) The default restitution.
float SceneObject::getDefaultRestitution ( )
  • Gets the default restitution.
    Returns
    (float density) The default restitution.
string SceneObject::getDstBlendFactor ( )
  • Gets the destination blend factor.
    Returns
    (dstBlend) The destination blend factor.
string SceneObject::getDstBlendFactor ( )
  • Gets the destination blend factor.
    Returns
    (dstBlend) The destination blend factor.
string SceneObject::getEdgeCollisionShapeAdjacentEnd ( int  shapeIndex)
  • Gets whether the edge collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the edge collision shape at the specified index has an adjacent end point or not.
string SceneObject::getEdgeCollisionShapeAdjacentEnd ( int  shapeIndex)
  • Gets whether the edge collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the edge collision shape at the specified index has an adjacent end point or not.
string SceneObject::getEdgeCollisionShapeAdjacentStart ( int  shapeIndex)
  • Gets the adjacent start point of the edge collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (adjacentStartPointXY) The adjacent start point of the edge collision shape at the specified index.
string SceneObject::getEdgeCollisionShapeAdjacentStart ( int  shapeIndex)
  • Gets the adjacent start point of the edge collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (adjacentStartPointXY) The adjacent start point of the edge collision shape at the specified index.
bool SceneObject::getEdgeCollisionShapeHasAdjacentEnd ( int  shapeIndex)
  • Gets whether the edge collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the edge collision shape at the specified index has an adjacent end point or not.
bool SceneObject::getEdgeCollisionShapeHasAdjacentEnd ( int  shapeIndex)
  • Gets whether the edge collision shape at the specified index has an adjacent end point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentEnd) Whether the edge collision shape at the specified index has an adjacent end point or not.
bool SceneObject::getEdgeCollisionShapeHasAdjacentStart ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent start point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentStart) Whether the chain collision shape at the specified index has an adjacent start point or not.
bool SceneObject::getEdgeCollisionShapeHasAdjacentStart ( int  shapeIndex)
  • Gets whether the chain collision shape at the specified index has an adjacent start point or not.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (bool adjacentStart) Whether the chain collision shape at the specified index has an adjacent start point or not.
string SceneObject::getEdgeCollisionShapeLocalPositionEnd ( int  shapeIndex)
  • Gets the local position end of the edge collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (localPositionEndXY) The local position end of the edge collision shape at the specified index.
string SceneObject::getEdgeCollisionShapeLocalPositionEnd ( int  shapeIndex)
  • Gets the local position end of the edge collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (localPositionEndXY) The local position end of the edge collision shape at the specified index.
string SceneObject::getEdgeCollisionShapeLocalPositionStart ( int  shapeIndex)
  • Gets the local position start of the edge collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (localPositionStartXY) The local position start of the edge collision shape at the specified index.
string SceneObject::getEdgeCollisionShapeLocalPositionStart ( int  shapeIndex)
  • Gets the local position start of the edge collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (localPositionStartXY) The local position start of the edge collision shape at the specified index.
bool SceneObject::getFixedAngle ( )
  • Gets whether the angle is fixed or not.
    Returns
    (bool status?) Whether the angle is fixed or not.
bool SceneObject::getFixedAngle ( )
  • Gets whether the angle is fixed or not.
    Returns
    (bool status?) Whether the angle is fixed or not.
bool SceneObject::getGatherContacts ( )
  • Gets whether the gathering of contacts is active or not.
    Returns
    Whether the gathering of contacts is active or not.
bool SceneObject::getGatherContacts ( )
  • Gets whether the gathering of contacts is active or not.
    Returns
    Whether the gathering of contacts is active or not.
float SceneObject::getGravityScale ( )
  • Gets the gravity scale.
    Returns
    (float scale) The gravity scale.
float SceneObject::getGravityScale ( )
  • Gets the gravity scale.
    Returns
    (float scale) The gravity scale.
float SceneObject::getHeight ( )

Gets the height of the object.

Returns
(float height) The height of the object.
float SceneObject::getHeight ( )

Gets the height of the object.

Returns
(float height) The height of the object.
float SceneObject::getInertia ( )

Gets the rotation inertia of the body around the local origin.

Returns
(float inertia) rotation inertia of the body around the local origin (Kg-m^2). If object is not in a scene then mass is always zero.
float SceneObject::getInertia ( )

Gets the rotation inertia of the body around the local origin.

Returns
(float inertia) rotation inertia of the body around the local origin (Kg-m^2). If object is not in a scene then mass is always zero.
bool SceneObject::getIsPointInCollisionShape ( int  shapeIndex,
worldPointX/  Y 
)
  • Returns whether the world point intersects with the specified collision shape or not.
    Parameters
    worldPointX/YThe world point to check.
    shapeIndex- The index of the collision shape.
    Returns
    (bool isInside) Whether the world point intersects with the specified collision shape or not.
bool SceneObject::getIsPointInCollisionShape ( int  shapeIndex,
worldPointX/  Y 
)
  • Returns whether the world point intersects with the specified collision shape or not.
    Parameters
    worldPointX/YThe world point to check.
    shapeIndex- The index of the collision shape.
    Returns
    (bool isInside) Whether the world point intersects with the specified collision shape or not.
bool SceneObject::getIsPointInOOBB ( worldPointX/  Y)
  • Returns whether the world point intersects with the objects OOBB or not.
    Parameters
    worldPointX/YThe world point to check.
    Returns
    (bool isInside) Whether the world point intersects with the objects OOBB or not.
bool SceneObject::getIsPointInOOBB ( worldPointX/  Y)
  • Returns whether the world point intersects with the objects OOBB or not.
    Parameters
    worldPointX/YThe world point to check.
    Returns
    (bool isInside) Whether the world point intersects with the objects OOBB or not.
float SceneObject::getLifetime ( )

Gets the Objects Lifetime.

Returns
(float lifetime) The objects lifetime left before it is automatically deleted.
float SceneObject::getLifetime ( )

Gets the Objects Lifetime.

Returns
(float lifetime) The objects lifetime left before it is automatically deleted.
float SceneObject::getLinearDamping ( )
  • Gets the linear damping.
    Returns
    (float damping) The linear damping.
float SceneObject::getLinearDamping ( )
  • Gets the linear damping.
    Returns
    (float damping) The linear damping.
string SceneObject::getLinearVelocity ( )
  • Gets Object Linear Velocity.
    Returns
    (float velocityX, float velocityY) The x and y velocities of the object.
string SceneObject::getLinearVelocity ( )
  • Gets Object Linear Velocity.
    Returns
    (float velocityX, float velocityY) The x and y velocities of the object.
string SceneObject::getLinearVelocityFromLocalPoint ( localPointX/  Y)
  • Gets the linear velocity from a local point.
    Returns
    (float linearVelocityX/Y) The linear velocity at the local point.
string SceneObject::getLinearVelocityFromLocalPoint ( localPointX/  Y)
  • Gets the linear velocity from a local point.
    Returns
    (float linearVelocityX/Y) The linear velocity at the local point.
string SceneObject::getLinearVelocityFromWorldPoint ( worldPointX/  Y)
  • Gets the linear velocity from a world point.
    Returns
    (float linearVelocityX/Y) The linear velocity at the world point.
string SceneObject::getLinearVelocityFromWorldPoint ( worldPointX/  Y)
  • Gets the linear velocity from a world point.
    Returns
    (float linearVelocityX/Y) The linear velocity at the world point.
string SceneObject::getLinearVelocityPolar ( )
  • Gets Objects Linear Velocity using Polar angle/speed.
    Returns
    (float angle, float speed) The angle and speed the object is moving at.
string SceneObject::getLinearVelocityPolar ( )
  • Gets Objects Linear Velocity using Polar angle/speed.
    Returns
    (float angle, float speed) The angle and speed the object is moving at.
float SceneObject::getLinearVelocityX ( )
  • Gets Object Linear Velocity X.
    Returns
    (float velocityX) The object's velocity along the x axis.
float SceneObject::getLinearVelocityX ( )
  • Gets Object Linear Velocity X.
    Returns
    (float velocityX) The object's velocity along the x axis.
float SceneObject::getLinearVelocityY ( )
  • Gets Object Linear Velocity Y.
    Returns
    (float velocityY) The object's velocity along the y axis.
float SceneObject::getLinearVelocityY ( )
  • Gets Object Linear Velocity Y.
    Returns
    (float velocityY) The object's velocity along the y axis.
string SceneObject::getLocalCenter ( )
  • Gets the local center of mass.
    Returns
    (float localCenter) Gets the local center of mass.
string SceneObject::getLocalCenter ( )
  • Gets the local center of mass.
    Returns
    (float localCenter) Gets the local center of mass.
string SceneObject::getLocalPoint ( float worldPointX/  Y)
  • Returns a local point from the world point. Converts a point in world space to local space.
    Parameters
    worldPointX/YThe world point to convert into a local point.
    Returns
    (float localPointX/Y) The local point that was converted from the world point passed.
string SceneObject::getLocalPoint ( float worldPointX/  Y)
  • Returns a local point from the world point. Converts a point in world space to local space.
    Parameters
    worldPointX/YThe world point to convert into a local point.
    Returns
    (float localPointX/Y) The local point that was converted from the world point passed.
string SceneObject::getLocalVector ( float worldVectorX/  Y)
  • Returns a local vector from the world vector. Converts a vector in world space to local space.
    Parameters
    worldVectorX/YThe world vector to convert into a vector point.
    Returns
    (float localVectorX/Y) The local vector that was converted from the world vector passed.
string SceneObject::getLocalVector ( float worldVectorX/  Y)
  • Returns a local vector from the world vector. Converts a vector in world space to local space.
    Parameters
    worldVectorX/YThe world vector to convert into a vector point.
    Returns
    (float localVectorX/Y) The local vector that was converted from the world vector passed.
float SceneObject::getMass ( )

Gets the total mass of the body.

Returns
(float mass) The total mass of the body. If object is not in a scene then mass is always zero.
float SceneObject::getMass ( )

Gets the total mass of the body.

Returns
(float mass) The total mass of the body. If object is not in a scene then mass is always zero.
bool SceneObject::getPickingAllowed ( )
  • Gets whether picking is allowed or not.
    Returns
    Whether picking is allowed or not.
bool SceneObject::getPickingAllowed ( )
  • Gets whether picking is allowed or not.
    Returns
    Whether picking is allowed or not.
string SceneObject::getPolygonCollisionShapeLocalPoint ( int  shapeIndex,
int  pointIndex 
)
  • Gets the local point of a polygon collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    pointIndex- The index of the local point.
    Returns
    (localPointXY) The local point of a polygon collision shape at the specified index.
string SceneObject::getPolygonCollisionShapeLocalPoint ( int  shapeIndex,
int  pointIndex 
)
  • Gets the local point of a polygon collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    pointIndex- The index of the local point.
    Returns
    (localPointXY) The local point of a polygon collision shape at the specified index.
int SceneObject::getPolygonCollisionShapePointCount ( int  shapeIndex)
  • Gets the point count of a polygon collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (int pointCount) The point count of a polygon collision shape at the specified index or (0) if an invalid shape.
int SceneObject::getPolygonCollisionShapePointCount ( int  shapeIndex)
  • Gets the point count of a polygon collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    Returns
    (int pointCount) The point count of a polygon collision shape at the specified index or (0) if an invalid shape.
string SceneObject::getPosition ( )

Gets the object's position.

Returns
(float x/float y) The x and y (horizontal and vertical) position of the object.
string SceneObject::getPosition ( )

Gets the object's position.

Returns
(float x/float y) The x and y (horizontal and vertical) position of the object.
float SceneObject::getRenderAngle ( )

Gets the object's render angle.

Returns
(float rotation) The object's current render angle.
float SceneObject::getRenderAngle ( )

Gets the object's render angle.

Returns
(float rotation) The object's current render angle.
string SceneObject::getRenderGroup ( )

Gets the name of the render group used to sort the object during rendering.

Returns
The render group used to sort the object during rendering.
string SceneObject::getRenderGroup ( )

Gets the name of the render group used to sort the object during rendering.

Returns
The render group used to sort the object during rendering.
string SceneObject::getRenderPosition ( )

Gets the current render position.

Returns
(float x/float y) The x and y (horizontal and vertical) render position of the object.
string SceneObject::getRenderPosition ( )

Gets the current render position.

Returns
(float x/float y) The x and y (horizontal and vertical) render position of the object.
int SceneObject::getScene ( )

Get the scene the object is in.

Returns
(Scene scene) The scene this object is currently in.
int SceneObject::getScene ( )

Get the scene the object is in.

Returns
(Scene scene) The scene this object is currently in.
int SceneObject::getSceneGroup ( )

Gets the Objects Group.

Returns
(integer group) The scene group the object is on.
int SceneObject::getSceneGroup ( )

Gets the Objects Group.

Returns
(integer group) The scene group the object is on.
int SceneObject::getSceneLayer ( )

Gets the Objects Layer.

Returns
(integer layer) The scene layer the object is on.
int SceneObject::getSceneLayer ( )

Gets the Objects Layer.

Returns
(integer layer) The scene layer the object is on.
float SceneObject::getSceneLayerDepth ( )

Gets the scene layer depth.

Returns
(float layerDepth) The scene layer depth.
float SceneObject::getSceneLayerDepth ( )

Gets the scene layer depth.

Returns
(float layerDepth) The scene layer depth.
string SceneObject::getSize ( )

Gets the objects size.

Returns
(float width/float height) The width and height of the object.
string SceneObject::getSize ( )

Gets the objects size.

Returns
(float width/float height) The width and height of the object.
float SceneObject::getSizeX ( )

Gets the width of the object.

Returns
(float width) The width of the object.
float SceneObject::getSizeX ( )

Gets the width of the object.

Returns
(float width) The width of the object.
float SceneObject::getSizeY ( )

Gets the height of the object.

Returns
(float height) The height of the object.
float SceneObject::getSizeY ( )

Gets the height of the object.

Returns
(float height) The height of the object.
bool SceneObject::getSleepingAllowed ( )

Gets whether the body is allowed to sleep or not.

Returns
(bool status) Whether the body is allowed to sleep or not.
bool SceneObject::getSleepingAllowed ( )

Gets whether the body is allowed to sleep or not.

Returns
(bool status) Whether the body is allowed to sleep or not.
bool SceneObject::getSleepingCallback ( )
  • Gets whether the 'onWake' and 'onSleep' callbacks are called or not when the object changes sleep state.
    Returns
    (bool status ) Whether the 'onWake' and 'onSleep' callbacks are called or not.
bool SceneObject::getSleepingCallback ( )
  • Gets whether the 'onWake' and 'onSleep' callbacks are called or not when the object changes sleep state.
    Returns
    (bool status ) Whether the 'onWake' and 'onSleep' callbacks are called or not.
string SceneObject::getSortPoint ( )

Gets the layer draw order sorting point.

Returns
(float x/float y) The local x and y position of the sort point.
string SceneObject::getSortPoint ( )

Gets the layer draw order sorting point.

Returns
(float x/float y) The local x and y position of the sort point.
float SceneObject::getSortPointX ( )

Gets the x component of the layer draw order sorting point.

Returns
(float x) The local x position of the sort point.
float SceneObject::getSortPointX ( )

Gets the x component of the layer draw order sorting point.

Returns
(float x) The local x position of the sort point.
float SceneObject::getSortPointY ( )

Gets the y component of the layer draw order sorting point.

Returns
(float y) The local y position of the sort point.
float SceneObject::getSortPointY ( )

Gets the y component of the layer draw order sorting point.

Returns
(float y) The local y position of the sort point.
string SceneObject::getSrcBlendFactor ( )
  • Gets the source blend factor.
    Returns
    (srcBlend) The source blend factor.
string SceneObject::getSrcBlendFactor ( )
  • Gets the source blend factor.
    Returns
    (srcBlend) The source blend factor.
bool SceneObject::getUpdateCallback ( )
  • Gets whether the 'onUpdate' callback is called or not.
    Returns
    (bool status ) Whether the 'onUpdate' callback is called or not.
bool SceneObject::getUpdateCallback ( )
  • Gets whether the 'onUpdate' callback is called or not.
    Returns
    (bool status ) Whether the 'onUpdate' callback is called or not.
bool SceneObject::getUseInputEvents ( )
  • Gets whether input events are passed from the scene window are monitored by this object or not.
    Returns
    (bool inputStatus) Whether input events are passed from the scene window are monitored by this object or not.
bool SceneObject::getUseInputEvents ( )
  • Gets whether input events are passed from the scene window are monitored by this object or not.
    Returns
    (bool inputStatus) Whether input events are passed from the scene window are monitored by this object or not.
bool SceneObject::getVisible ( )
  • Gets the object's visible status.
    Returns
    (bool status) Whether or not the object is visible.
bool SceneObject::getVisible ( )
  • Gets the object's visible status.
    Returns
    (bool status) Whether or not the object is visible.
float SceneObject::getWidth ( )

Gets the width of the object.

Returns
(float width) The width of the object.
float SceneObject::getWidth ( )

Gets the width of the object.

Returns
(float width) The width of the object.
string SceneObject::getWorldCenter ( )
  • Gets the world center of mass.
    Returns
    (float worldCenter) Gets the world center of mass.
string SceneObject::getWorldCenter ( )
  • Gets the world center of mass.
    Returns
    (float worldCenter) Gets the world center of mass.
string SceneObject::getWorldPoint ( float localPointX/  Y)
  • Returns a world point from the local point. Converts a point in local space to world space.
    Parameters
    localPointX/YThe local point to convert into a world point.
    Returns
    (float worldPointX/Y) The world point that was converted from the local point passed.
string SceneObject::getWorldPoint ( float localPointX/  Y)
  • Returns a world point from the local point. Converts a point in local space to world space.
    Parameters
    localPointX/YThe local point to convert into a world point.
    Returns
    (float worldPointX/Y) The world point that was converted from the local point passed.
string SceneObject::getWorldVector ( float localVectorX/  Y)
  • Returns a world vector from the local vector. Converts a vector in local space to world space.
    Parameters
    localVectorX/YThe local vector to convert into a world vector.
    Returns
    (float worldVectorX/Y) The world vector that was converted from the local vector passed.
string SceneObject::getWorldVector ( float localVectorX/  Y)
  • Returns a world vector from the local vector. Converts a vector in local space to world space.
    Parameters
    localVectorX/YThe local vector to convert into a world vector.
    Returns
    (float worldVectorX/Y) The world vector that was converted from the local vector passed.
bool SceneObject::isMoveToComplete ( )
  • Gets whether a previous 'moveTo' command has completed or not.
    Returns
    No return value.
bool SceneObject::isMoveToComplete ( )
  • Gets whether a previous 'moveTo' command has completed or not.
    Returns
    No return value.
bool SceneObject::isRotateToComplete ( )
  • Gets whether a previous 'rotateTo' command has completed or not.
    Returns
    No return value.
bool SceneObject::isRotateToComplete ( )
  • Gets whether a previous 'rotateTo' command has completed or not.
    Returns
    No return value.
bool SceneObject::moveTo ( worldPoint X/  Y,
speed   
)
  • Moves the object to the specified world point. The point is moved by calculating the initial linear velocity required and applies it. The object may never reach the point if it has linear damping applied or collides with another object.
    Parameters
    worldPoint/YThe world point to move the object to.
    speedThe speed (in m/s) to use to move to the specified point.
    autoStop?Whether to automatically set the linear velocity to zero when time has elapsed or not
    warpToTarget?Whether to move instantly to the target point after the specified time or not in-case the target was not quite reached.
    Returns
    Whether the move could be started or not.
bool SceneObject::moveTo ( worldPoint X/  Y,
speed   
)
  • Moves the object to the specified world point. The point is moved by calculating the initial linear velocity required and applies it. The object may never reach the point if it has linear damping applied or collides with another object.
    Parameters
    worldPoint/YThe world point to move the object to.
    speedThe speed (in m/s) to use to move to the specified point.
    autoStop?Whether to automatically set the linear velocity to zero when time has elapsed or not
    warpToTarget?Whether to move instantly to the target point after the specified time or not in-case the target was not quite reached.
    Returns
    Whether the move could be started or not.
void SceneObject::removeFromScene ( )

Remove the object from the scene.

Returns
No return value.
void SceneObject::removeFromScene ( )

Remove the object from the scene.

Returns
No return value.
bool SceneObject::rotateTo ( angle  ,
speed   
)
  • Rotates the object to the specified angle. The angle is rotated to by calculating the initial angular velocity required and applies it. The object may never reach the point if it has angular damping applied or collides with another object.
    Parameters
    angleThe angle to rotate the object to.
    speedThe speed (in degree/s) to use to rotate to the specified angle.
    autoStop?Whether to automatically set the angular velocity to zero when time has elapsed or not
    warpToTarget?Whether to rotate instantly to the target angle after the specified time or not in-case the target was not quite reached.
    Returns
    Whether the rotation could be started or not.
bool SceneObject::rotateTo ( angle  ,
speed   
)
  • Rotates the object to the specified angle. The angle is rotated to by calculating the initial angular velocity required and applies it. The object may never reach the point if it has angular damping applied or collides with another object.
    Parameters
    angleThe angle to rotate the object to.
    speedThe speed (in degree/s) to use to rotate to the specified angle.
    autoStop?Whether to automatically set the angular velocity to zero when time has elapsed or not
    warpToTarget?Whether to rotate instantly to the target angle after the specified time or not in-case the target was not quite reached.
    Returns
    Whether the rotation could be started or not.
void SceneObject::safeDelete ( )
  • Safely deletes object.
    Returns
    No return Value.
void SceneObject::safeDelete ( )
  • Safely deletes object.
    Returns
    No return Value.
void SceneObject::setActive ( )
  • Sets the body active status.
    Parameters
    status- Whether the body should be active or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setActive ( )
  • Sets the body active status.
    Parameters
    status- Whether the body should be active or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setAlphaTest ( float  alpha)
  • Set the render alpha test threshold.
    Parameters
    alphaThe alpha test threshold in the range of 0.0 to 1.0. Less than zero to disable alpha testing.
    Returns
    No return value.
void SceneObject::setAlphaTest ( float  alpha)
  • Set the render alpha test threshold.
    Parameters
    alphaThe alpha test threshold in the range of 0.0 to 1.0. Less than zero to disable alpha testing.
    Returns
    No return value.
void SceneObject::setAngle ( float  angle)
  • Sets the objects angle.
    Parameters
    angleThe angle of the object.
    Returns
    No return value.
void SceneObject::setAngle ( float  angle)
  • Sets the objects angle.
    Parameters
    angleThe angle of the object.
    Returns
    No return value.
void SceneObject::setAngularDamping ( float  damping)
  • Sets the angular damping.
    Parameters
    damping- The angular damping scale.
    Returns
    No return Value.
void SceneObject::setAngularDamping ( float  damping)
  • Sets the angular damping.
    Parameters
    damping- The angular damping scale.
    Returns
    No return Value.
void SceneObject::setAngularVelocity ( float  velocity)
  • Sets Objects Angular Velocity.
    Parameters
    velocityThe speed at which the object will rotate.
    Returns
    No return Value.
void SceneObject::setAngularVelocity ( float  velocity)
  • Sets Objects Angular Velocity.
    Parameters
    velocityThe speed at which the object will rotate.
    Returns
    No return Value.
void SceneObject::setArea ( float  x1,
float  y1,
float  x2,
float  y2 
)

Sets the objects area.

Parameters
x1The lower left corner x position.
y1The lower left corner y position.
x2The upper right corner x position.
y2The upper right corner y position.
Returns
No return value.
void SceneObject::setArea ( float  x1,
float  y1,
float  x2,
float  y2 
)

Sets the objects area.

Parameters
x1The lower left corner x position.
y1The lower left corner y position.
x2The upper right corner x position.
y2The upper right corner y position.
Returns
No return value.
void SceneObject::setAwake ( )
  • Sets whether the body is awake or not.
    Parameters
    status- Whether the body should be awake or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setAwake ( )
  • Sets whether the body is awake or not.
    Parameters
    status- Whether the body should be awake or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setBlendAlpha ( float  alpha)
  • Sets the Rendering Alpha (transparency). The alpha value specifies directly the transparency of the image. A value of 1.0 will not affect the object and a value of 0.0 will make the object completely transparent.
    Parameters
    alphaThe alpha value.
    Returns
    No return Value.
void SceneObject::setBlendAlpha ( float  alpha)
  • Sets the Rendering Alpha (transparency). The alpha value specifies directly the transparency of the image. A value of 1.0 will not affect the object and a value of 0.0 will make the object completely transparent.
    Parameters
    alphaThe alpha value.
    Returns
    No return Value.
void SceneObject::setBlendColor ( float  red,
float  green,
float  blue 
)

or ( stockColorName ) - Sets the blend color.

Parameters
redThe red value.
greenThe green value.
blueThe blue value.
alphaThe alpha value.
Returns
No return Value.
void SceneObject::setBlendColor ( float  red,
float  green,
float  blue 
)

or ( stockColorName ) - Sets the blend color.

Parameters
redThe red value.
greenThe green value.
blueThe blue value.
alphaThe alpha value.
Returns
No return Value.
void SceneObject::setBlendMode ( bool  blendMode)
  • Sets whether blending is on or not. Whether blending is on or not.
    Returns
    No return Value.
void SceneObject::setBlendMode ( bool  blendMode)
  • Sets whether blending is on or not. Whether blending is on or not.
    Returns
    No return Value.
void SceneObject::setBodyType ( bodyType  type)

Sets the body type.

Returns
No return value.
void SceneObject::setBodyType ( bodyType  type)

Sets the body type.

Returns
No return value.
void SceneObject::setBullet ( )
  • Sets whether the body is a bullet or not.
    Parameters
    status- Whether the body should be a bullet (fast moving body) or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setBullet ( )
  • Sets whether the body is a bullet or not.
    Parameters
    status- Whether the body should be a bullet (fast moving body) or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setCollisionAgainst ( SceneObject  object)
  • Sets the collision masks against a specific object.
    Parameters
    objectThe SceneObject to set collision masks against
    clearMasksWhether or not to clear the collision masks before setting them against the object.
    Returns
    No return value.
void SceneObject::setCollisionAgainst ( SceneObject  object)
  • Sets the collision masks against a specific object.
    Parameters
    objectThe SceneObject to set collision masks against
    clearMasksWhether or not to clear the collision masks before setting them against the object.
    Returns
    No return value.
void SceneObject::setCollisionCallback ( )
  • Sets whether the 'Scene::onCollision' callback is called or not. Sets whether whether the 'Scene::onCollision' callback is called or not.
    Parameters
    statusWhether the 'Scene::onCollision' callback is called or not (default is false).
    Returns
    No return Value.
void SceneObject::setCollisionCallback ( )
  • Sets whether the 'Scene::onCollision' callback is called or not. Sets whether whether the 'Scene::onCollision' callback is called or not.
    Parameters
    statusWhether the 'Scene::onCollision' callback is called or not (default is false).
    Returns
    No return Value.
void SceneObject::setCollisionGroups ( groups  )
  • Sets the collision group(s).
    Parameters
    groupsA list of collision groups to collide with.
    Returns
    No return value.
void SceneObject::setCollisionGroups ( groups  )
  • Sets the collision group(s).
    Parameters
    groupsA list of collision groups to collide with.
    Returns
    No return value.
void SceneObject::setCollisionLayers ( layers  )
  • Sets the collision layers(s).
    Parameters
    layersA list of layers to collide with.
    Returns
    No return value.
void SceneObject::setCollisionLayers ( layers  )
  • Sets the collision layers(s).
    Parameters
    layersA list of layers to collide with.
    Returns
    No return value.
void SceneObject::setCollisionMasks ( groupMask  )
  • Sets the collision masks. Collision masks limit the objects that are collided with based on their scene group and scene Layer. In order for two objects to collide, the sending object must have the receiving object's Graph Group and Rendering Layer in its masks. The receiving object's masks, however, do not have to contain the sending object's Graph Group and Rendering Layer.
    Parameters
    sceneGroupMaskThe scene group(s) to enable collision with.
    sceneLayerMaskThe scene layer(s) to enable collision with. If sceneLayerMask is not specified then all scene layers will be included.
    Returns
    No return value.
void SceneObject::setCollisionMasks ( groupMask  )
  • Sets the collision masks. Collision masks limit the objects that are collided with based on their scene group and scene Layer. In order for two objects to collide, the sending object must have the receiving object's Graph Group and Rendering Layer in its masks. The receiving object's masks, however, do not have to contain the sending object's Graph Group and Rendering Layer.
    Parameters
    sceneGroupMaskThe scene group(s) to enable collision with.
    sceneLayerMaskThe scene layer(s) to enable collision with. If sceneLayerMask is not specified then all scene layers will be included.
    Returns
    No return value.
void SceneObject::setCollisionShapeDensity ( int  shapeIndex,
float  density 
)
  • Sets the density of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    density- The collision shape density.
    Returns
    No return value.
void SceneObject::setCollisionShapeDensity ( int  shapeIndex,
float  density 
)
  • Sets the density of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    density- The collision shape density.
    Returns
    No return value.
void SceneObject::setCollisionShapeFriction ( int  shapeIndex,
float  friction 
)
  • Sets the friction of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    friction- The collision shape friction.
    Returns
    No return value.
void SceneObject::setCollisionShapeFriction ( int  shapeIndex,
float  friction 
)
  • Sets the friction of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    friction- The collision shape friction.
    Returns
    No return value.
void SceneObject::setCollisionShapeIsSensor ( int  shapeIndex,
bool  status 
)
  • Sets whether the collision shape at the specified index is a sensor or not.
    Parameters
    shapeIndex- The index of the collision shape.
    status- Whether the collision shape at the specified index is a sensor or not.
    Returns
    No return value.
void SceneObject::setCollisionShapeIsSensor ( int  shapeIndex,
bool  status 
)
  • Sets whether the collision shape at the specified index is a sensor or not.
    Parameters
    shapeIndex- The index of the collision shape.
    status- Whether the collision shape at the specified index is a sensor or not.
    Returns
    No return value.
void SceneObject::setCollisionShapeRestitution ( int  shapeIndex,
float  restitution 
)
  • Sets the restitution of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    density- The collision shape restitution.
    Returns
    No return value.
void SceneObject::setCollisionShapeRestitution ( int  shapeIndex,
float  restitution 
)
  • Sets the restitution of the collision shape at the specified index.
    Parameters
    shapeIndex- The index of the collision shape.
    density- The collision shape restitution.
    Returns
    No return value.
void SceneObject::setCollisionSuppress ( )
  • Sets the collision suppress status.
    Parameters
    statusWhether to suppress the collision or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setCollisionSuppress ( )
  • Sets the collision suppress status.
    Parameters
    statusWhether to suppress the collision or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setDebugOff ( debugOptions  )

Sets Debug options(s) off.

Parameters
debugOptionsEither a list of debug modes to turn off (comma-separated) or a string (space-separated)
Returns
No return value.
void SceneObject::setDebugOff ( debugOptions  )

Sets Debug options(s) off.

Parameters
debugOptionsEither a list of debug modes to turn off (comma-separated) or a string (space-separated)
Returns
No return value.
void SceneObject::setDebugOn ( debugOptions  )

Sets Debug option(s) on.

Parameters
debugOptionsEither a list of debug modes (comma-separated), or a string with the modes (space-separated)
Returns
No return value.
void SceneObject::setDebugOn ( debugOptions  )

Sets Debug option(s) on.

Parameters
debugOptionsEither a list of debug modes (comma-separated), or a string with the modes (space-separated)
Returns
No return value.
void SceneObject::setDefaultDensity ( float  density)
  • Sets the default density to use when creating collision shapes.
    Parameters
    densityThe default density to use when creating collision shapes.
    updateShapesWhether to update the density on any existing shapes or not (default is true).
    Returns
    No return Value.
void SceneObject::setDefaultDensity ( float  density)
  • Sets the default density to use when creating collision shapes.
    Parameters
    densityThe default density to use when creating collision shapes.
    updateShapesWhether to update the density on any existing shapes or not (default is true).
    Returns
    No return Value.
void SceneObject::setDefaultFriction ( float  friction)
  • Sets the default friction to use when creating collision shapes.
    Parameters
    frictionThe default friction to use when creating collision shapes.
    updateShapesWhether to update the friction on any existing shapes or not (default is true).
    Returns
    No return Value.
void SceneObject::setDefaultFriction ( float  friction)
  • Sets the default friction to use when creating collision shapes.
    Parameters
    frictionThe default friction to use when creating collision shapes.
    updateShapesWhether to update the friction on any existing shapes or not (default is true).
    Returns
    No return Value.
void SceneObject::setDefaultRestitution ( float  restitution)
  • Sets the default restitution to use when creating collision shapes..
    Parameters
    restitutionThe default restitution to use when creating collision shapes.
    updateShapesWhether to update the restitution on any existing shapes or not (default is true).
    Returns
    No return Value.
void SceneObject::setDefaultRestitution ( float  restitution)
  • Sets the default restitution to use when creating collision shapes..
    Parameters
    restitutionThe default restitution to use when creating collision shapes.
    updateShapesWhether to update the restitution on any existing shapes or not (default is true).
    Returns
    No return Value.
void SceneObject::setDstBlendFactor ( dstBlend  )
  • Sets the destination blend factor.
    Parameters
    dstBlendThe destination blend factor.
    Returns
    No return Value.
void SceneObject::setDstBlendFactor ( dstBlend  )
  • Sets the destination blend factor.
    Parameters
    dstBlendThe destination blend factor.
    Returns
    No return Value.
void SceneObject::setEnabled ( bool  status)

Enables or disables the object.

Parameters
statusWhether to enable or disable the object.
Returns
No return value.
void SceneObject::setEnabled ( bool  status)

Enables or disables the object.

Parameters
statusWhether to enable or disable the object.
Returns
No return value.
void SceneObject::setFixedAngle ( bool status?  )
  • Whether the object angle is fixed or not.
    Returns
    No return Value.
void SceneObject::setFixedAngle ( bool status?  )
  • Whether the object angle is fixed or not.
    Returns
    No return Value.
void SceneObject::setGatherContacts ( bool  gatherContacts)
  • Sets whether to gather contacts or not.
    Parameters
    gatherContactsWhether to gather contacts or not. By default contact gather is off as it can become expensive if a lot of contacts are being processed.
    Returns
    No return value.
void SceneObject::setGatherContacts ( bool  gatherContacts)
  • Sets whether to gather contacts or not.
    Parameters
    gatherContactsWhether to gather contacts or not. By default contact gather is off as it can become expensive if a lot of contacts are being processed.
    Returns
    No return value.
void SceneObject::setGravityScale ( float  scale)
  • Sets the scaled world gravity.
    Parameters
    scale- The scaled world gravity.
    Returns
    No return Value.
void SceneObject::setGravityScale ( float  scale)
  • Sets the scaled world gravity.
    Parameters
    scale- The scaled world gravity.
    Returns
    No return Value.
void SceneObject::setHeight ( float  height)

Sets the height of the object.

Parameters
heightThe height of the object.
Returns
No return value.
void SceneObject::setHeight ( float  height)

Sets the height of the object.

Parameters
heightThe height of the object.
Returns
No return value.
void SceneObject::setLifetime ( float  lifetime)
  • Set Objects' Lifetime.
    Parameters
    lifetimeThe amount of time, in seconds, before the object is automatically deleted.
    Returns
    No return Value.
void SceneObject::setLifetime ( float  lifetime)
  • Set Objects' Lifetime.
    Parameters
    lifetimeThe amount of time, in seconds, before the object is automatically deleted.
    Returns
    No return Value.
void SceneObject::setLinearDamping ( float  damping)
  • Sets the linear damping.
    Parameters
    damping- The linear damping scale.
    Returns
    No return Value.
void SceneObject::setLinearDamping ( float  damping)
  • Sets the linear damping.
    Parameters
    damping- The linear damping scale.
    Returns
    No return Value.
void SceneObject::setLinearVelocity ( float  velocityX,
float  velocityY 
)
  • Sets Objects Linear Velocity. Sets the velocity at which the object will move.
    Parameters
    velocityXThe x component of the velocity.
    velocityYThe y component of the velocity.
    Returns
    No return Value.
void SceneObject::setLinearVelocity ( float  velocityX,
float  velocityY 
)
  • Sets Objects Linear Velocity. Sets the velocity at which the object will move.
    Parameters
    velocityXThe x component of the velocity.
    velocityYThe y component of the velocity.
    Returns
    No return Value.
void SceneObject::setLinearVelocityPolar ( float  angle,
float  speed 
)
  • Sets Objects Linear Velocity using Polar-speed. Sets the speed and direction at which the object will move. This has the same effect as setLinearVelocity(), it just sets the velocity in a different way.
    Parameters
    angleThe angle of the direction at which the object to move.
    speedThe speed at which the object will move.
    Returns
    No return Value.
void SceneObject::setLinearVelocityPolar ( float  angle,
float  speed 
)
  • Sets Objects Linear Velocity using Polar-speed. Sets the speed and direction at which the object will move. This has the same effect as setLinearVelocity(), it just sets the velocity in a different way.
    Parameters
    angleThe angle of the direction at which the object to move.
    speedThe speed at which the object will move.
    Returns
    No return Value.
void SceneObject::setLinearVelocityX ( float  velocityX)
  • Sets Objects Linear Velocity X-Component.
    Parameters
    velocityXThe x component of the velocity.
    Returns
    No return Value.
void SceneObject::setLinearVelocityX ( float  velocityX)
  • Sets Objects Linear Velocity X-Component.
    Parameters
    velocityXThe x component of the velocity.
    Returns
    No return Value.
void SceneObject::setLinearVelocityY ( float  velocityY)
  • Sets Objects Linear Velocity Y-Component.
    Parameters
    velocityYThe y component of the velocity.
    Returns
    No return Value.
void SceneObject::setLinearVelocityY ( float  velocityY)
  • Sets Objects Linear Velocity Y-Component.
    Parameters
    velocityYThe y component of the velocity.
    Returns
    No return Value.
void SceneObject::setPickingAllowed ( bool  pickingAllowed)
  • Sets whether picking is allowed or not.
    Parameters
    pickingAllowedWhether picking is allowed or not.
    Returns
    No return Value.
void SceneObject::setPickingAllowed ( bool  pickingAllowed)
  • Sets whether picking is allowed or not.
    Parameters
    pickingAllowedWhether picking is allowed or not.
    Returns
    No return Value.
void SceneObject::setPosition ( float  x,
float  y 
)
  • Sets the objects position.
    Parameters
    xThe position of the object along the horizontal axis.
    yThe position of the object along the vertical axis.
    Returns
    No return value.
void SceneObject::setPosition ( float  x,
float  y 
)
  • Sets the objects position.
    Parameters
    xThe position of the object along the horizontal axis.
    yThe position of the object along the vertical axis.
    Returns
    No return value.
void SceneObject::setPositionX ( float  x)

Sets the objects x position.

Parameters
xThe horizontal position of the object.
Returns
No return value.
void SceneObject::setPositionX ( float  x)

Sets the objects x position.

Parameters
xThe horizontal position of the object.
Returns
No return value.
void SceneObject::setPositionY ( float  y)

Sets the objects y position.

Parameters
yThe vertical position of the object.
Returns
No return value.
void SceneObject::setPositionY ( float  y)

Sets the objects y position.

Parameters
yThe vertical position of the object.
Returns
No return value.
void SceneObject::setRenderGroup ( renderGroup  )

Sets the name of the render group used to sort the object during rendering.

Parameters
renderGroupThe name of the render group to use. Defaults to nothing.
Returns
No return value.
void SceneObject::setRenderGroup ( renderGroup  )

Sets the name of the render group used to sort the object during rendering.

Parameters
renderGroupThe name of the render group to use. Defaults to nothing.
Returns
No return value.
void SceneObject::setSceneGroup ( integer  group)
  • Sets the objects group (0-31). The scene group to place the object in.
    Parameters
    groupInteger in the range [0-31].
    Returns
    No return Value.
void SceneObject::setSceneGroup ( integer  group)
  • Sets the objects group (0-31). The scene group to place the object in.
    Parameters
    groupInteger in the range [0-31].
    Returns
    No return Value.
void SceneObject::setSceneLayer ( integer  layer)

Sets the objects scene layer (0-31). The layer on which to place the object.

Parameters
layerInteger in the range [0-31].
Returns
No return Value.
void SceneObject::setSceneLayer ( integer  layer)

Sets the objects scene layer (0-31). The layer on which to place the object.

Parameters
layerInteger in the range [0-31].
Returns
No return Value.
void SceneObject::setSceneLayerDepth ( float  layerDepth)

Sets the objects scene layer depth.

Parameters
layerDepthThe layer depth can be any value.
Returns
No return Value.
void SceneObject::setSceneLayerDepth ( float  layerDepth)

Sets the objects scene layer depth.

Parameters
layerDepthThe layer depth can be any value.
Returns
No return Value.
bool SceneObject::setSceneLayerDepthBack ( )

Sets the layer depth to be the back-most within the current layer..

Returns
Whether the scene layer depth was adjusted or not.
bool SceneObject::setSceneLayerDepthBack ( )

Sets the layer depth to be the back-most within the current layer..

Returns
Whether the scene layer depth was adjusted or not.
bool SceneObject::setSceneLayerDepthBackward ( )

Sets the layer depth to be behind of the object currently behind within the current layer.

Returns
Whether the scene layer depth was adjusted or not.
bool SceneObject::setSceneLayerDepthBackward ( )

Sets the layer depth to be behind of the object currently behind within the current layer.

Returns
Whether the scene layer depth was adjusted or not.
bool SceneObject::setSceneLayerDepthForward ( )

Sets the layer depth to be in-front of the object currently in-front within the current layer.

Returns
Whether the scene layer depth was adjusted or not.
bool SceneObject::setSceneLayerDepthForward ( )

Sets the layer depth to be in-front of the object currently in-front within the current layer.

Returns
Whether the scene layer depth was adjusted or not.
bool SceneObject::setSceneLayerDepthFront ( )

Sets the layer depth to be the front-most within the current layer..

Returns
Whether the scene layer depth was adjusted or not.
bool SceneObject::setSceneLayerDepthFront ( )

Sets the layer depth to be the front-most within the current layer..

Returns
Whether the scene layer depth was adjusted or not.
void SceneObject::setSize ( float  width,
float  height 
)

Sets the objects size.

Parameters
widthThe width of the object.
heightThe height of the object.
Returns
No return value.
void SceneObject::setSize ( float  width,
float  height 
)

Sets the objects size.

Parameters
widthThe width of the object.
heightThe height of the object.
Returns
No return value.
void SceneObject::setSizeX ( float  width)

Sets the width of the object.

Parameters
widthThe width of the object.
Returns
No return value.
void SceneObject::setSizeX ( float  width)

Sets the width of the object.

Parameters
widthThe width of the object.
Returns
No return value.
void SceneObject::setSizeY ( float  height)

Sets the height of the object.

Parameters
heightThe height of the object.
Returns
No return value.
void SceneObject::setSizeY ( float  height)

Sets the height of the object.

Parameters
heightThe height of the object.
Returns
No return value.
void SceneObject::setSleepingAllowed ( )
  • Sets whether the body is allowed to sleep or not.
    Parameters
    status- Whether sleeping is allowed on the body or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setSleepingAllowed ( )
  • Sets whether the body is allowed to sleep or not.
    Parameters
    status- Whether sleeping is allowed on the body or not (defaults to true).
    Returns
    No return Value.
void SceneObject::setSleepingCallback ( )
  • Sets whether the 'onWake' and 'onSleep' callbacks are called or not when the object changes sleep state. The object must be able to sleep (setSleepingAllowed) and have a 'dynamic' body mode for this callback to occur.
    Parameters
    statusWhether the 'onWake' and 'onSleep' callbacks are called or not (default is false).
    Returns
    No return Value.
void SceneObject::setSleepingCallback ( )
  • Sets whether the 'onWake' and 'onSleep' callbacks are called or not when the object changes sleep state. The object must be able to sleep (setSleepingAllowed) and have a 'dynamic' body mode for this callback to occur.
    Parameters
    statusWhether the 'onWake' and 'onSleep' callbacks are called or not (default is false).
    Returns
    No return Value.
void SceneObject::setSortPoint ( float  x,
float  y 
)

Sets the layer draw order sorting point.

Parameters
xThe x position local to the object of the sort point.
yThe y position local to the object of the sort point.
Returns
No return value.
void SceneObject::setSortPoint ( float  x,
float  y 
)

Sets the layer draw order sorting point.

Parameters
xThe x position local to the object of the sort point.
yThe y position local to the object of the sort point.
Returns
No return value.
void SceneObject::setSortPointX ( float  x)

Sets the x-component of the layer draw order sorting point.

Parameters
xThe x position local to the object of the sort point.
Returns
No return value.
void SceneObject::setSortPointX ( float  x)

Sets the x-component of the layer draw order sorting point.

Parameters
xThe x position local to the object of the sort point.
Returns
No return value.
void SceneObject::setSortPointY ( float  y)

Sets the y-component of the layer draw order sorting point.

Parameters
yThe y position local to the object of the sort point.
Returns
No return value.
void SceneObject::setSortPointY ( float  y)

Sets the y-component of the layer draw order sorting point.

Parameters
yThe y position local to the object of the sort point.
Returns
No return value.
void SceneObject::setSrcBlendFactor ( srcBlend  )
  • Sets the source blend factor.
    Parameters
    srcBlendThe source blend factor.
    Returns
    No return Value.
void SceneObject::setSrcBlendFactor ( srcBlend  )
  • Sets the source blend factor.
    Parameters
    srcBlendThe source blend factor.
    Returns
    No return Value.
void SceneObject::setUpdateCallback ( )
  • Sets whether the 'onUpdate' callback is called or not.
    Parameters
    statusWhether the 'onUpdate' callback is called or not (default is false).
    Returns
    No return Value.
void SceneObject::setUpdateCallback ( )
  • Sets whether the 'onUpdate' callback is called or not.
    Parameters
    statusWhether the 'onUpdate' callback is called or not (default is false).
    Returns
    No return Value.
void SceneObject::setUseInputEvents ( bool  inputStatus)
  • Sets whether input events are passed from the scene window are monitored by this object or not.
    Parameters
    inputStatusWhether input events are passed from the scene window are monitored by this object or not.
    Returns
    No return Value.
void SceneObject::setUseInputEvents ( bool  inputStatus)
  • Sets whether input events are passed from the scene window are monitored by this object or not.
    Parameters
    inputStatusWhether input events are passed from the scene window are monitored by this object or not.
    Returns
    No return Value.
void SceneObject::setVisible ( bool  status)
  • Show or hide the object.
    Parameters
    statusWhether to enable or disable visibility on the object.
    Returns
    No return value.
void SceneObject::setVisible ( bool  status)
  • Show or hide the object.
    Parameters
    statusWhether to enable or disable visibility on the object.
    Returns
    No return value.
void SceneObject::setWidth ( float  width)

Sets the width of the object.

Parameters
widthThe width of the object.
Returns
No return value.
void SceneObject::setWidth ( float  width)

Sets the width of the object.

Parameters
widthThe width of the object.
Returns
No return value.

Member Data Documentation

bool SceneObject::Active
float SceneObject::AlphaTest
float SceneObject::Angle
float SceneObject::AngularDamping
float SceneObject::AngularVelocity
bool SceneObject::Awake
ColorF SceneObject::BlendColor
bool SceneObject::BlendMode
enumval SceneObject::BodyType
bool SceneObject::Bullet
bool SceneObject::canSaveDynamicFields
string SceneObject::class

Script SuperClass of object.

bool SceneObject::CollisionCallback
int SceneObject::CollisionGroups
int SceneObject::CollisionLayers
bool SceneObject::CollisionSuppress
float SceneObject::DefaultDensity
float SceneObject::DefaultFriction
float SceneObject::DefaultRestitution
enumval SceneObject::DstBlendFactor
bool SceneObject::Enabled
bool SceneObject::FixedAngle
bool SceneObject::GatherContacts
float SceneObject::GravityScale
string SceneObject::internalName
float SceneObject::Lifetime
float SceneObject::LinearDamping
Vector2 SceneObject::LinearVelocity
SimObjectPtr SceneObject::parentGroup

Group hierarchy parent of the object.

bool SceneObject::PickingAllowed
Vector2 SceneObject::Position
string SceneObject::RenderGroup
SimObjectPtr SceneObject::Scene
int SceneObject::SceneGroup
int SceneObject::SceneLayer
float SceneObject::SceneLayerDepth
Vector2 SceneObject::Size
bool SceneObject::SleepingAllowed
bool SceneObject::SleepingCallback
Vector2 SceneObject::SortPoint
enumval SceneObject::SrcBlendFactor
string SceneObject::superclass

Script Class of object.

bool SceneObject::UpdateCallback
bool SceneObject::UseInputEvents
bool SceneObject::Visible


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