API Docs for: 0.2.0
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Q.MovingSprite Class

Simple sprite that adds in basic newtonian physics on each step:

p.vx += p.ax * dt;
p.vy += p.ay * dt;

p.x += p.vx * dt;
p.y += p.vy * dt;

Methods

add

(
  • components
)
Object

Adds one or more components to an object. Accepts either a comma separated string or an array of strings that map to component names.

Instantiates a new component object of the correct type (if the component exists) and then triggers an addComponent event.

For example:

this.add("2d, aiBounce")

Returns the object to allow chaining.

Parameters:

  • components String
    • comma separated list of components to add

Returns:

Object:

returns this for chaining purposes

asset

(
  • [name]
  • [resize]
)

Get or set the asset associate with this sprite

Parameters:

  • [name] String optional
    • leave empty to return the asset, add to set the asset
  • [resize] Boolean optional
    • force a call to size() and _generatePoints

center

()

Center sprite inside of it's container (or the stage)

debind

()

Inherited from Q.Evented: lib/quintus.js:907

debind is called to remove any listeners an object had on other objects. The most common case is when an object is destroyed you'll want all the event listeners to be removed for you.

del

(
  • components
)
Object

Inherited from Q.GameObject but overwritten in lib/quintus.js:1081

Removes one or more components from an object. Accepts the same style of parameters as add. Triggers a delComponent event and and calls destroy on the component.

Returns the element to allow chaining.

Parameters:

  • components String
    • comma separated list of components to remove

Returns:

Object:

returns this for chaining purposes

draw

(
  • ctx
)

Draw the asset on the stage. the context passed in is alreay transformed.

All you need to do is a draw the sprite centered at 0,0

Parameters:

  • ctx Context2D

extend

(
  • className
  • properties
  • [classMethods]
)

Inherited from Q.Class: lib/quintus.js:693

Create a new Class that inherits from this class

Parameters:

  • className String
  • properties Object
    • hash of properties (init will be the constructor)
  • [classMethods] Object optional
    • optional class methods to add to the class

has

(
  • component
)
Boolean

Simple check to see if a component already exists on an object by searching for a property of the same name.

Parameters:

  • component String
    • name of component to test against

Returns:

Boolean:

hide

()

Hide the sprite (render returns without rendering)

init

(
  • props
  • [defaultProps]
)

Default sprite constructor, takes in a set of properties and a set of default properties (useful when you create a subclass of sprite) Default properties:

       {
        asset: null,  // asset to use
        sheet: null,  // sprite sheet to use (overrides asset)
        x: 0,
        y: 0,
        z: 0,
        w: 0,         // width, set from p.asset or p.sheet
        h: 0,         // height, set from p.asset or p.sheet
        cx: w/2,      // center x, defaults to center of the asset or sheet
        cy: h/2,      // center y, default same as cx
        // points defines the collision shape, override to customer the collision shape,
        // must be a convex polygon in clockwise order
        points: [  [ -w/2, -h/2 ], [  w/2, -h/2 ], [  w/2,  h/2 ], [ -w/2,  h/2 ] ],
        opacity: 1,
        angle: 0,
        frame: 0
        type:  Q.SPRITE_DEFAULT | Q.SPRITE_ACTIVE,
        name: '',
        sort: false,   // set to true to force children to be sorted by theier p.z,
        hidden: false,  // set to true to hide the sprite
        flip: ""       // set to "x", "y", or "xy" to flip sprite over that dimension
       }

Parameters:

  • props Object
    • property has that will be turned into p
  • [defaultProps] Object optional
    • default properties that are assigned only if there's not a corresponding value in props

isA

(
  • className
)

Inherited from Q.Class: lib/quintus.js:683

See if a object is a specific class

Parameters:

  • className String
    • class to check against

off

(
  • event
  • [target]
  • [callback]
)

Inherited from Q.Evented: lib/quintus.js:870

Unbinds an event. Can be called with 1, 2, or 3 parameters, each of which unbinds a more specific listener.

Parameters:

  • event String
    • name of event
  • [target] Object optional
    • optionally limit to a specific target
  • [callback] Function optional
    • optionally limit to one specific callback

on

(
  • event
  • [target]
  • [callback]
)

Inherited from Q.Evented: lib/quintus.js:793

Binds a callback to an event on this object. If you provide a target object, that object will add this event to it's list of binds, allowing it to automatically remove it when it is destroyed.

Parameters:

  • event String
    • name or comma separated list of events
  • [target] Object optional
    • optional context for callback, defaults to the Evented
  • [callback] Function optional
    • callback (optional - defaults to name of event on context

render

(
  • ctx
)

Default render method for the sprite. Don't overload this unless you want to handle all the transform and scale stuff yourself. Rather overload the draw method.

Parameters:

  • ctx Context2D
    • context to render to

set

(
  • properties
)

Set a set of p properties on a Sprite

Parameters:

  • properties Object
    • hash of properties to set

sheet

(
  • [name]
  • [resize]
)

Get or set the sheet associate with this sprite

Parameters:

  • [name] String optional
    • leave empty to return the sprite sheet, add to resize
  • [resize] Boolean optional
    • force a resize

show

()

Show the sprite

size

(
  • force
)

Resets the width, height and center based on the asset or sprite sheet

Parameters:

  • force Boolean
    • force a reset (call if w or h changes)

trigger

(
  • event
  • [data]
)

Inherited from Q.Evented: lib/quintus.js:848

Triggers an event, passing in some optional additional data about the event.

Parameters:

  • event String
    • name of event
  • [data] Object optional
    • optional data to pass to the callback

update

(
  • dt
)

Update method is called each step with the time elapsed since the last step.

Doesn't do anything other than trigger events, call a step method if defined and run update on all its children.

Generally leave this method alone and define a step method that will be called

Parameters:

  • dt Float
    • time elapsed since last call