CPAnimationContext
Animation context that is passed into CPAnimation.keyFrame method.
Attributes
- See also
- Example
-
See CPAnimationExample source code for an example of animation functionality.
- Source
- CPAnimationContext.scala
- Graph
-
- Supertypes
Members list
Value members
Abstract methods
ID of the scene object the rendering is used by.
ID of the scene object the rendering is used by.
Attributes
- See also
- Source
- CPAnimationContext.scala
X-coordinate of the scene object rendering the animation.
X-coordinate of the scene object rendering the animation.
Attributes
- See also
- Source
- CPAnimationContext.scala
Y-coordinate of the scene object rendering the animation.
Y-coordinate of the scene object rendering the animation.
Attributes
- See also
- Source
- CPAnimationContext.scala
Z-index of the scene object rendering the animation.
Z-index of the scene object rendering the animation.
Attributes
- See also
- Source
- CPAnimationContext.scala
Gets direct messages send to this scene object, if any. Returns an empty sequence if no messages pending delivery. Note that sent messages are stored until they are retrieved or the scene is changed.
Gets direct messages send to this scene object, if any. Returns an empty sequence if no messages pending delivery. Note that sent messages are stored until they are retrieved or the scene is changed.
Attributes
- Source
- CPAnimationContext.scala
Sends direct message(s) to the scene object with given ID. Scene object must belong to the current scene, i.e. one cannot send a message to the scene objects from another scene. To exchange data between scenes you should use game cache. Note that messages will be available to recipient scene objects starting with the next frame. Messages will be stored until they are retrieved or the scene is changed.
Sends direct message(s) to the scene object with given ID. Scene object must belong to the current scene, i.e. one cannot send a message to the scene objects from another scene. To exchange data between scenes you should use game cache. Note that messages will be available to recipient scene objects starting with the next frame. Messages will be stored until they are retrieved or the scene is changed.
Value parameters
- id
-
ID of the game object to send messages to.
- msgs
-
Sequence of zero or messages (objects) to send.
Attributes
- Source
- CPAnimationContext.scala
Inherited methods
Gets global frame count for the game. Global frame count spans all scenes.
Gets global frame count for the game. Global frame count spans all scenes.
Attributes
- Inherited from:
- CPBaseContext
- Source
- CPBaseContext.scala
Gets the timestamp in milliseconds for the current frame.
Gets the timestamp in milliseconds for the current frame.
This value will be the same for all objects across all callbacks for the entirety of the current frame processing. It is used to provide the time simultaneity
across all scene objects at a given frame.
Attributes
- Inherited from:
- CPBaseContext
- Source
- CPBaseContext.scala
Gets game-wide cache. Game-wide cache can be used to share data across scenes.
Gets game-wide cache. Game-wide cache can be used to share data across scenes.
A cache is a map-like type that is used for game-wide and scene-wide user-data containers. The instances of this class are created and managed by the game engine. Scene and game caches can be used to exchange and store user-defined data between frames of the same scene or between scenes of the game. Note that by default these caches are in-memory only and not persistent between game executions. One could, however, add persistence using one of the lifecycle methods available through CPLifecycle type that is extended by both CPSceneObject and CPScene types.
Attributes
- See also
- Inherited from:
- CPBaseContext
- Source
- CPBaseContext.scala
Gets log instance.
Gets scene-wide cache. Scene-wide cache gets cleared when scene changes.
Gets scene-wide cache. Scene-wide cache gets cleared when scene changes.
A cache is a map-like type that is used for game-wide and scene-wide user-data containers. The instances of this class are created and managed by the game engine. Scene and game caches can be used to exchange and store user-defined data between frames of the same scene or between scenes of the game. Note that by default these caches are in-memory only and not persistent between game executions. One could, however, add persistence using one of the lifecycle methods available through CPLifecycle type that is extended by both CPSceneObject and CPScene types.
Attributes
- See also
- Inherited from:
- CPBaseContext
- Source
- CPBaseContext.scala
Gets frame count since the beginning of the current scene. If the same scene gets deactivated and activated again its frame count will reset to zero.
Gets frame count since the beginning of the current scene. If the same scene gets deactivated and activated again its frame count will reset to zero.
Attributes
- Inherited from:
- CPBaseContext
- Source
- CPBaseContext.scala
Gets the timestamp in milliseconds of the game start.
Gets the timestamp in milliseconds of the game start.
Attributes
- Inherited from:
- CPBaseContext
- Source
- CPBaseContext.scala
Gets the timestamp in milliseconds of the current scene start.
Gets the timestamp in milliseconds of the current scene start.
Attributes
- Inherited from:
- CPBaseContext
- Source
- CPBaseContext.scala