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  • Introduction
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PixelPAD 2D - objects

new_object(name: str) -> GameObject

示例
描述
Creates a new instance of the named object in the current room. You can also instantiate the class by simply calling the class Name() where Name is the name of the class
参数
name
The name of a GameObject asset to instantiate, as a string.

返回值
A new instance of the named GameObject asset.

destroy(obj: GameObject) -> GameObject

示例
描述
Destroys a gameObject instance.
参数
obj
The GameObject instance to destroy

返回值
No Return Value.

Objects

Objects (Sometimes referred to as GameObjects) are the main part of any PixelPAD2D project. Each object represents one active "thing" in your project. Like rooms, each object is defined by an object script, which says what the object looks like, how it should react to other objects, and other things like that. A room can have as many active objects as you want, but when you change rooms, they're all destroyed. To create a new object, use the new_object function.

Scripts

Start - The Object Start tab contains code that gets run right away when an GameObject instance is created. An example is setting a ‘Sprite’ (A computer image) to an object.

Loop - The Object Loop tab contains code that gets run many times per second while the object is active. An example is controlling the player’s movement.

Built-in Object Variables

x
The x position of an object. Default 0. Positive values move objects to the right.
y
The y position of an object. Default 0. Positive values moves objects upwards.
z
The z position of an object. Default 0. Positive values moves objects to the upper layer.
sprite
A sprite is a computer image. Setting the sprite value on an object will change the image of that object.
scaleX
scaleX allows you to expand/shrink the object over the X axis. This affects the width of the current sprite as well as the collision mask. 1 is the default size, 0.5 is half, 2 is double.
scaleY
scaleY allows you to expand/shrink the object over the Y axis. This affects the height of the current sprite as well as the collision mask. 1 is the default size, 0.5 is half, 2 is double.
skewX
skewX rotates the object around the X axis in degrees.
skewY
skewY rotates the object around the Y axis in degrees.
angle
Angle determines the rotation the object takes in degrees.
visible
visible (boolean) determines if object is visible.
alpha
alpha (float) determines the opacity of the object. 0 is invisible, 1 is fully visible. 0.5 is half opacity.
persistent
persistent (boolean) determines if the object persists between rooms. Default is False. If set to False, objects will be destroyed when changing rooms. If set to True, objects will not be destroyed when changing rooms.
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