CPParticleSprite
Scene object tailor-made for rendering particle effect.
Particle sprite is part of the particle effect animation support. Particle effect support consists of three key components:
Particle defines a single-pixel element (a-la mini-sprite) that has its own lifecycle and gets updated on each frame update. Particle emitter is a components that is responsible for creating particles. And particle sprite ties all that together into single renderable component. Particle sprite can have one or more particle emitters and each emitter can create multiple particles. One of the key features of particle effect support is its modularity: particle implementation can be reused by multiple emitters, and an emitter implementation can be reused by multiple independent particle sprites.
Sprites
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 some of the built-in sprites:
Value parameters
- collidable
-
Whether or not this sprite provides collision shape. Default value is
false
. - emitters
-
Set of particle emitters this sprite will use.
- id
-
Optional ID of the sprite.
- shaders
-
Optional sequence of shaders for this sprite. Default value is an empty sequence.
- tags
-
Optional set of organizational or grouping tags. By default, the empty set is used.
Attributes
- See also
-
CPSceneObjectContext.getCanvas to get current canvas you can draw on.
CPCanvas various API to draw on the canvas.
- Example
-
See CPParticleExample class for the example of using particle effect.
- Source
- CPParticleSprite.scala
- Graph
-
- Supertypes
-
class CPSceneObjecttrait CPLifecycleclass CPGameObjectclass Objecttrait Matchableclass AnyShow all
Members list
Value members
Concrete methods
Gets optional collision shape or hit box for this sprite.
Gets optional collision shape or hit box for this sprite.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
Gets current dimension (width and height) of this object.
Gets current dimension (width and height) of this object.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
Gets rectangular shape of this sprite. It is basically a combination of its top-left corner XY-coordinate and sprite's dimension.
Gets rectangular shape of this sprite. It is basically a combination of its top-left corner XY-coordinate and sprite's dimension.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
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.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
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.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
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.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
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.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
Tests whether this sprite has any live particle remaining.
Tests whether all emitters are paused or not.
Pauses all emitters by calling their CPParticleEmitter.pause method.
Pauses all emitters by calling their CPParticleEmitter.pause method.
Attributes
- Source
- CPParticleSprite.scala
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 and monitor callbacks. Note that unlike update and monitor 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. The order in which scene objects are called is undefined.
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 and monitor callbacks. Note that unlike update and monitor 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. The order in which scene objects are called is undefined.
Note that generally this callback should not modify scene object state (which should be done in either update or monitor callbacks.
Default implementation is no-op.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
Resets all emitters to their initial state by calling their CPParticleEmitter.reset method.
Resets all emitters to their initial state by calling their CPParticleEmitter.reset method.
Attributes
- Source
- CPParticleSprite.scala
Resumes all emitters by calling their CPParticleEmitter.resume method.
Resumes all emitters by calling their CPParticleEmitter.resume method.
Value parameters
- reset
-
Whether or not to reset the emitter before resuming its emission.
Attributes
- Source
- CPParticleSprite.scala
Sets or removes the callback for the end of the effect. End of the effect is defined as first game frame when there are no live particles remained. Note that if the effect is cyclical the callback will be called everytime the end of effect is detected.
Sets or removes the callback for the end of the effect. End of the effect is defined as first game frame when there are no live particles remained. Note that if the effect is cyclical the callback will be called everytime the end of effect is detected.
Value parameters
- fun
-
Callback function to set or
None
to remove any previously set callback.
Attributes
- See also
- Source
- CPParticleSprite.scala
Sets or removes the callback for the start of the effect. Start of the effect is defined as first game frame when the first particle was emitted. Note that if the effect is cyclical the callback will be called everytime the start of the effect is detected.
Sets or removes the callback for the start of the effect. Start of the effect is defined as first game frame when the first particle was emitted. Note that if the effect is cyclical the callback will be called everytime the start of the effect is detected.
Value parameters
- fun
-
Callback function to set or
None
to remove previously set callback.
Attributes
- See also
- Source
- CPParticleSprite.scala
Toggles pause state of all emitters by calling their CPParticleEmitter.toggle method. Note that with this method you don't have the control of resetting the emitter before resuming its emission.
Toggles pause state of all emitters by calling their CPParticleEmitter.toggle method. Note that with this method you don't have the control of resetting the emitter before resuming its emission.
Attributes
- Source
- CPParticleSprite.scala
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. The order in which scene objects are called is undefined.
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. The order in which scene objects are called is undefined.
Default implementation is no-op. No rendering should be done in this callback.
Attributes
- Definition Classes
- Source
- CPParticleSprite.scala
Inherited methods
Compares the receiver object (this
) with the argument object (that
) for equivalence.
Compares the receiver object (this
) with the argument object (that
) for equivalence.
Any implementation of this method should be an equivalence relation:
- It is reflexive: for any instance
x
of typeAny
,x.equals(x)
should returntrue
. - It is symmetric: for any instances
x
andy
of typeAny
,x.equals(y)
should returntrue
if and only ify.equals(x)
returnstrue
. - It is transitive: for any instances
x
,y
, andz
of typeAny
ifx.equals(y)
returnstrue
andy.equals(z)
returnstrue
, thenx.equals(z)
should returntrue
.
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)
).
Value parameters
- that
-
the object to compare against this object for equality.
Attributes
- Returns
-
true
if the receiver object is equivalent to the argument;false
otherwise. - Definition Classes
-
CPGameObject -> Any
- Inherited from:
- CPGameObject
- Source
- CPGameObject.scala
Gets current height of this object.
Gets current height of this object.
Attributes
- See also
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Gets unique ID of this game object.
Gets unique ID of this game object.
Attributes
- Inherited from:
- CPGameObject
- Source
- CPGameObject.scala
Gets current lifecycle state.
Gets optional set of organizational tags. Note that by default the set of tags is empty.
Gets optional set of organizational tags. Note that by default the set of tags is empty.
Attributes
- See also
- Inherited from:
- CPGameObject
- Source
- CPGameObject.scala
Gets current width of this object.
Gets current width of this object.
Attributes
- See also
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Gets last X-coordinate which is
Gets last X-coordinate which is
getX + getWidth - 1
. Note the value when the width is zero.
Attributes
- Returns
-
Last X-coordinate for this sprite.
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Gets last Y-coordinate which is
Gets last Y-coordinate which is
getY + getHeight - 1
. Note the value when the height is zero.
Attributes
- Returns
-
Last Y-coordinate for this sprite.
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Shortcut method for hiding this object. Note that by default all scene objects are visible. Note also that this change happens immediately in the same frame. If you want this to happen in the next frame only you need to use CPSceneObjectContext.runNextFrame.
Shortcut method for hiding this object. Note that by default all scene objects are visible. Note also that this change happens immediately in the same frame. If you want this to happen in the next frame only you need to use CPSceneObjectContext.runNextFrame.
Attributes
- See also
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Checks the visibility flag.
Checks the visibility flag.
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.
Attributes
- See also
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Called after all scene objects have been updated but before any of them were rendered. It allows, for example, to rearrange UI sprites on the screen after all of them had a chance to update their dimensions but before they are actually rendered on the screen. Essentially, it provides for "post-update, pre-render" notification. The order in which scene objects are called is undefined.
Called after all scene objects have been updated but before any of them were rendered. It allows, for example, to rearrange UI sprites on the screen after all of them had a chance to update their dimensions but before they are actually rendered on the screen. Essentially, it provides for "post-update, pre-render" notification. The order in which scene objects are called is undefined.
Note that in most cases one should not override this callback. It is only meant for the use cases when one needs to be notified when all scene objects to be updated but before any of them are rendered. Default implementation is no-op. No rendering should be done in this callback.
Default implementation is no-op.
Value parameters
- 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.
Attributes
- See also
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Callback on lifecycle object activation. Default implementation is no-op.
Callback on lifecycle object activation. Default implementation is no-op.
Attributes
- See also
-
CPLifecycle.State.LF_ACTIVE
- Inherited from:
- CPLifecycle
- Source
- CPLifecycle.scala
Callback on lifecycle object deactivation. Default implementation is no-op.
Callback on lifecycle object deactivation. Default implementation is no-op.
Attributes
- See also
-
CPLifecycle.State.LF_INACTIVE
- Inherited from:
- CPLifecycle
- Source
- CPLifecycle.scala
Callback on lifecycle object start. Default implementation is no-op.
Callback on lifecycle object start. Default implementation is no-op.
Attributes
- See also
-
CPLifecycle.State.LF_STARTED
- Inherited from:
- CPLifecycle
- Source
- CPLifecycle.scala
Callback on lifecycle object stop. Default implementation is no-op.
Callback on lifecycle object stop. Default implementation is no-op.
Attributes
- See also
-
CPLifecycle.State.LF_STOPPED
- Inherited from:
- CPLifecycle
- Source
- CPLifecycle.scala
Sets visibility flag. Note that by default all scene objects are visible. Note also that this change happens immediately in the same frame. If you want this to happen in the next frame only you need to use CPSceneObjectContext.runNextFrame.
Sets visibility flag. Note that by default all scene objects are visible. Note also that this change happens immediately in the same frame. If you want this to happen in the next frame only you need to use CPSceneObjectContext.runNextFrame.
Value parameters
- vis
-
true
to make this object visible,false
otherwise.
Attributes
- See also
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala
Shortcut method for showing this object. Note that by default all scene objects are visible. Note also that this change happens immediately in the same frame. If you want this to happen in the next frame only you need to use CPSceneObjectContext.runNextFrame.
Shortcut method for showing this object. Note that by default all scene objects are visible. Note also that this change happens immediately in the same frame. If you want this to happen in the next frame only you need to use CPSceneObjectContext.runNextFrame.
Attributes
- See also
- Inherited from:
- CPSceneObject
- Source
- CPSceneObject.scala