Scene object tailor-made for rendering text labels.
This sprite accepts text and the font along with skinning function and renders this text
at the given XY-coordinates. Text of the label can change dynamically. Note that the dimension of the
sprite is changing along with the change of the label's text.
CosPlay provides number of built-in sprites. A sprite is a scene objects, visible or off-screen,
that is custom designed for a particular use case. Built-in sprites provide concrete
implementations for the abstract methods in the base CPSceneObject class. Most non-trivial games
will use combination of the built-in sprites and their own ones. Here's the list of the built-in
sprites:
Whether or not this sprite provides collision shape. Default value is false.
fg
Foreground color.
font
Font to use for label.
id
Optional ID of this sprite.
shaders
Optional sequence of shaders for this sprite. Default value is an empty sequence.
skin
Skinning function. The function takes an existing pixel, its X and Y coordinate and
return a new pixel. Default value is the function that returns the same pixel.
text
Label text.
x
X-coordinate of the top-left corner of the label.
y
Y-coordinate of the top-left corner of the label.
z
Z-index at which to render the label.
Example:
See CPTextInputExample class for the example of
using labels and text input.
Gets the optional list of shaders attached to this scene object. By default, returns
an empty list. Note that shaders are called regardless of whether the object visible, in camera
frame or invisible.
Gets the optional list of shaders attached to this scene object. By default, returns
an empty list. Note that shaders are called regardless of whether the object visible, in camera
frame or invisible.
Called to render this scene object. Only visible and in camera frame objects will receive this
callback. This callback is called on scene object
after all scene objects received update callback. Note that unlike update callbacks
and shaders that are called for all scene objects on each frame, this callback is only called for scene
objects that are visible and, at least partially, in camera frame.
Called to render this scene object. Only visible and in camera frame objects will receive this
callback. This callback is called on scene object
after all scene objects received update callback. Note that unlike update callbacks
and shaders that are called for all scene objects on each frame, this callback is only called for scene
objects that are visible and, at least partially, in camera frame.
It is reflexive: for any instance x of type Any, x.equals(x) should return true.
It is symmetric: for any instances x and y of type Any, x.equals(y) should return true if and
only if y.equals(x) returns true.
It is transitive: for any instances x, y, and z of type Any if x.equals(y) returns true and
y.equals(z) returns true, then x.equals(z) should return true.
If you override this method, you should verify that your implementation remains an equivalence relation.
Additionally, when overriding this method it is usually necessary to override hashCode to ensure that
objects which are "equal" (o1.equals(o2) returns true) hash to the same scala.Int.
(o1.hashCode.equals(o2.hashCode)).
Attributes
that
the object to compare against this object for equality.
Returns:
true if the receiver object is equivalent to the argument; false otherwise.
If object is invisible than only update method will be called
on each frame. If object is visible and in camera frame - method render will be called
as well to render itself. Note that shaders are called regardless of whether the object visible, in camera
frame or invisible.
Called to update the internal state of this scene object. This callback is called each frame on every
object in the scene and it is called before any render callback. Note that all scene object will
receive this callback before first render callback.
Called to update the internal state of this scene object. This callback is called each frame on every
object in the scene and it is called before any render callback. Note that all scene object will
receive this callback before first render callback.
Attributes
ctx
Frame context. This context provides bulk of functionality that a scene object
can do in a game, e.g. interact with other scene objects, check collisions, read input
events and manage input focus, add or remove scene objects, add new and switch between scenes, etc.
Gets current X-coordinate of this object within dimensions of its scene. Note that returned value
is allowed to be outside scene's dimension (e.g. negative value). In such cases, the clipping of the
scene rendering will result in showing only portion or none of the object.
Gets current X-coordinate of this object within dimensions of its scene. Note that returned value
is allowed to be outside scene's dimension (e.g. negative value). In such cases, the clipping of the
scene rendering will result in showing only portion or none of the object.
Gets current Y-coordinate of this object within dimensions of its scene. Note that returned value
is allowed to be outside scene's dimension (e.g. negative value). In such cases, the clipping of the
scene rendering will result in showing only portion or none of the object.
Gets current Y-coordinate of this object within dimensions of its scene. Note that returned value
is allowed to be outside scene's dimension (e.g. negative value). In such cases, the clipping of the
scene rendering will result in showing only portion or none of the object.
Gets Z-index or order to use in rendering of this object. A pixel with higher Z-index visually
overrides the overlapping pixel in the same XY-coordinate with equal or smaller Z-index.
Gets Z-index or order to use in rendering of this object. A pixel with higher Z-index visually
overrides the overlapping pixel in the same XY-coordinate with equal or smaller Z-index.