

Nextrek
@ 1348
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{ "uid": "C3A9A8EEK52D7A4B8DSA5D0EC217E3C26368", "isLoaded": true, "lastModificationTime": 0, "items": { "name": "Object_Visual", "type": "game_script", "order": 1, "content": "# ===================================================================\n#\n# Script: Object_Visual\n#\n# $$COPYRIGHT$$\n#\n# ===================================================================\nclass Object_Visual extends gs.Object_Base\n ###*\n * The base class for all regular visual game objects. \n *\n * @module \n * @class Object_Visual\n * @extends gs.Object_Base\n * @memberof vn\n * @constructor\n ###\n constructor: (data) ->\n super()\n \n ###*\n * Indiciates if the game object is visible on screen.\n * @property visible\n * @type boolean\n ###\n @visible = yes\n \n ###*\n * The object's destination rectangle on screen.\n * @property dstRect\n * @type gs.Rect\n ###\n @dstRect = new Rect(data?.x, data?.y)\n \n ###*\n * The object's origin.\n * @property origin\n * @type gs.Point\n ###\n @origin = new gs.Point(0, 0)\n \n ###*\n * The object's offset.\n * @property offset\n * @type gs.Point\n ###\n @offset = new gs.Point(0, 0)\n \n ###*\n * The object's anchor-point. For example: An anchor-point with 0,0 places the object with its top-left corner\n * at its position but with an 0.5, 0.5 anchor-point the object is placed with its center. An anchor-point of 1,1\n * places the object with its lower-right corner.\n * @property anchor\n * @type gs.Point\n ###\n @anchor = new gs.Point(0.0, 0.0)\n \n ###*\n * The position anchor point. For example: An anchor-point with 0,0 places the object with its top-left corner\n * at its position but with an 0.5, 0.5 anchor-point the object will be placed with its center. An anchor-point of 1,1\n * will place the object with its lower-right corner. It has not effect on the object's rotation/zoom anchor. For that, take\n * a look at <b>anchor</b> property.\n *\n * @property positionAnchor\n * @type gs.Point\n ###\n @positionAnchor = new gs.Point(0, 0)\n \n ###*\n * The object's zoom-setting for x and y axis. The default value is\n * { x: 1.0, y: 1.0 }\n * @property zoom\n * @type gs.Point\n ###\n @zoom = data?.zoom || new gs.Point(1.0, 1.0)\n \n ###*\n * The object's z-index controls rendering-order/image-overlapping. An object with a smaller z-index is rendered\n * before an object with a larger index. For example: To make sure a game object is always on top of the screen, it\n * should have the largest z-index of all game objects.\n * @property zIndex\n * @type number\n ###\n @zIndex = 700\n \n ###*\n * The object's blend mode controls how the blending of the object's visual representation is calculated.\n * @property blendMode\n * @type number\n * @default gs.BlendMode.NORMAL\n ###\n @blendMode = gs.BlendMode.NORMAL\n \n ###*\n * The object's viewport.\n * @property viewport\n * @type gs.Viewport\n ###\n @viewport = Graphics.viewport\n \n ###*\n * The object's motion-blur settings.\n * @property motionBlur\n * @type gs.MotionBlur\n ###\n @motionBlur = new gs.MotionBlur()\n \n ###*\n * Contains different kinds of shader effects which can be activated for the object.\n * @property effects\n * @type gs.EffectCollection\n ###\n @effects = new gs.EffectCollection()\n \n ###*\n * The object's opacity to control transparency. For example: 0 = Transparent, 255 = Opaque, 128 = Semi-Transparent.\n * @property opacity\n * @type number\n ###\n @opacity = 255\n \n ###*\n * Restores the game object from a data-bundle.\n *\n * @method restore\n * @param {Object} data - The data-bundle.\n ### \n restore: (data) ->\n if data.components\n @componentsFromDataBundle(data)\n \n Object.mixin(this, data)\n \n @dstRect = gs.Rect.fromObject(data.dstRect)\n @motionBlur = gs.MotionBlur.fromObject(data.motionBlur)\n \ngs.Object_Visual = Object_Visual", "parentId": "A05E7029K45DBA459BSADF4EEC07A526241A", "folder": false, "compiledContent": "var Object_Visual,\n extend = function(child, parent) { for (var key in parent) { if (hasProp.call(parent, key)) child[key] = parent[key]; } function ctor() { this.constructor = child; } ctor.prototype = parent.prototype; child.prototype = new ctor(); child.__super__ = parent.prototype; return child; },\n hasProp = {}.hasOwnProperty;\n\nObject_Visual = (function(superClass) {\n extend(Object_Visual, superClass);\n\n\n /**\n * The base class for all regular visual game objects. \n *\n * @module \n * @class Object_Visual\n * @extends gs.Object_Base\n * @memberof vn\n * @constructor\n */\n\n function Object_Visual(data) {\n Object_Visual.__super__.constructor.call(this);\n\n /**\n * Indiciates if the game object is visible on screen.\n * @property visible\n * @type boolean\n */\n this.visible = true;\n\n /**\n * The object's destination rectangle on screen.\n * @property dstRect\n * @type gs.Rect\n */\n this.dstRect = new Rect(data != null ? data.x : void 0, data != null ? data.y : void 0);\n\n /**\n * The object's origin.\n * @property origin\n * @type gs.Point\n */\n this.origin = new gs.Point(0, 0);\n\n /**\n * The object's offset.\n * @property offset\n * @type gs.Point\n */\n this.offset = new gs.Point(0, 0);\n\n /**\n * The object's anchor-point. For example: An anchor-point with 0,0 places the object with its top-left corner\n * at its position but with an 0.5, 0.5 anchor-point the object is placed with its center. An anchor-point of 1,1\n * places the object with its lower-right corner.\n * @property anchor\n * @type gs.Point\n */\n this.anchor = new gs.Point(0.0, 0.0);\n\n /**\n * The position anchor point. For example: An anchor-point with 0,0 places the object with its top-left corner\n * at its position but with an 0.5, 0.5 anchor-point the object will be placed with its center. An anchor-point of 1,1\n * will place the object with its lower-right corner. It has not effect on the object's rotation/zoom anchor. For that, take\n * a look at <b>anchor</b> property.\n *\n * @property positionAnchor\n * @type gs.Point\n */\n this.positionAnchor = new gs.Point(0, 0);\n\n /**\n * The object's zoom-setting for x and y axis. The default value is\n * { x: 1.0, y: 1.0 }\n * @property zoom\n * @type gs.Point\n */\n this.zoom = (data != null ? data.zoom : void 0) || new gs.Point(1.0, 1.0);\n\n /**\n * The object's z-index controls rendering-order/image-overlapping. An object with a smaller z-index is rendered\n * before an object with a larger index. For example: To make sure a game object is always on top of the screen, it\n * should have the largest z-index of all game objects.\n * @property zIndex\n * @type number\n */\n this.zIndex = 700;\n\n /**\n * The object's blend mode controls how the blending of the object's visual representation is calculated.\n * @property blendMode\n * @type number\n * @default gs.BlendMode.NORMAL\n */\n this.blendMode = gs.BlendMode.NORMAL;\n\n /**\n * The object's viewport.\n * @property viewport\n * @type gs.Viewport\n */\n this.viewport = Graphics.viewport;\n\n /**\n * The object's motion-blur settings.\n * @property motionBlur\n * @type gs.MotionBlur\n */\n this.motionBlur = new gs.MotionBlur();\n\n /**\n * Contains different kinds of shader effects which can be activated for the object.\n * @property effects\n * @type gs.EffectCollection\n */\n this.effects = new gs.EffectCollection();\n\n /**\n * The object's opacity to control transparency. For example: 0 = Transparent, 255 = Opaque, 128 = Semi-Transparent.\n * @property opacity\n * @type number\n */\n this.opacity = 255;\n }\n\n\n /**\n * Restores the game object from a data-bundle.\n *\n * @method restore\n * @param {Object} data - The data-bundle.\n */\n\n Object_Visual.prototype.restore = function(data) {\n if (data.components) {\n this.componentsFromDataBundle(data);\n }\n Object.mixin(this, data);\n this.dstRect = gs.Rect.fromObject(data.dstRect);\n return this.motionBlur = gs.MotionBlur.fromObject(data.motionBlur);\n };\n\n return Object_Visual;\n\n})(gs.Object_Base);\n\ngs.Object_Visual = Object_Visual;\n\n//# 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sourceURL=Object_Visual_31.js" }, "summary": [ "name", "type", "order" ] } |