Difference between revisions of "Sprite:set"

From GiderosMobile
(added example (is this english?) :-()
m (Text replacement - "<source" to "<syntaxhighlight")
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=== Description ===
 
=== Description ===
 
Sets the values of a sprite instance by name.
 
Sets the values of a sprite instance by name.
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
Sprite:set(param, value)
 
Sprite:set(param, value)
 
</source>
 
</source>
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=== Examples ===
 
=== Examples ===
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
-- the following two lines do the same thing
 
-- the following two lines do the same thing
 
sprite:setX(10)
 
sprite:setX(10)
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''' A camera that follows the player'''
 
''' A camera that follows the player'''
<source lang="lua">
+
<syntaxhighlight lang="lua">
 
-- GAME LOOP
 
-- GAME LOOP
 
function Level:onEnterFrame(e)
 
function Level:onEnterFrame(e)

Revision as of 14:31, 13 July 2023

Available since: Gideros 2011.6
Class: Sprite

Description

Sets the values of a sprite instance by name. <syntaxhighlight lang="lua"> Sprite:set(param, value) </source>


The possible names for param are:

  • "x"
  • "y"
  • "z"
  • "rotation"
  • "rotationX"
  • "rotationY"
  • "scaleX"
  • "scaleY"
  • "scaleZ"
  • "alpha"
  • "redMultiplier"
  • "greenMultiplier"
  • "blueMultiplier"
  • "alphaMultiplier"
  • "anchorX"
  • "anchorY"
  • "anchorZ"

Parameters

param: (string) the name of the parameter
value: (number) the new value of the specified parameter

Examples

<syntaxhighlight lang="lua"> -- the following two lines do the same thing sprite:setX(10) sprite:set("x", 10)

-- the following two lines do the same thing sprite:setY(10) sprite:set("y", 10)

-- the following two lines do the same thing sprite:setRotation(10) sprite:set("rotation", 10)

-- the following two lines do the same thing sprite:setScaleX(0.5) sprite:set("scaleX", 0.5)

-- the following two lines do the same thing sprite:setScaleY(0.5) sprite:set("scaleY", 0.5)

-- the following two lines do the same thing sprite:setScale(0.5) sprite:set("scale", 0.5) </source>

A camera that follows the player <syntaxhighlight lang="lua"> -- GAME LOOP function Level:onEnterFrame(e) -- camera follow posx, posy = self.player1.player:getPosition() self.camanchorx, self.camanchory = self.camera:getAnchorPosition() self.camera:set("anchorX", posx / self.camera:getScale()) self.camera:set("anchorY", posy / self.camera:getScale()) end </source>