gs.Frame Class
A frame useful to create in-game UI elements like buttons or windows. For more information about the frame skin-graphic see help-file. A frame is automatically added to the graphics-system and rendered every frame until it gets disposed.
Constructor
gs.Frame
-
[viewport=gs.Graphics.viewport]
Parameters:
-
[viewport=gs.Graphics.viewport]
gs.Viewport optional- The viewport.
Item Index
Methods
Methods
dispose
()
Disposes the frame and frees resources. After that the frame is no longer rendered. The associated skin-bitmap is not disposed.
draw
()
Draws the frame. Shouldn't be called manually.
initialize
()
protected
Initializes the graphic object.
update
()
Updates the frame.
Properties
anchor
gs.Point
The anchor point. For example: An anchor-point with 0,0 rotates the object around its top-left corner but with an 0.5, 0.5 anchor-point the object rotates around its center. An anchor-point of 1,1 rotates the object around its lower-right corner. It has not effect on the object's positioning. For positioning, take a look at positionAnchor property.
color
Boolean
The color. Can be used for flashing-effects, etc.
cornerSize
Number
The corner-size of the frame. Default is 16. (16x16)
disposed
Boolean
Indicates if the object is disposed. A disposed object is not rendered.
effects
gs.EffectCollection
The effect settings for different kind of visual effect like wobble, etc.
height
Number
The frame's height.
id
Number
The unique identifier of the graphic object.
index
Number
The current index in the global rendering list. This property is read-only and automatically calculated at runtime depending on z-property.
onIndexChange
Function
Fired if the graphic object's current index in the global rendering list was changed.
Default: null
opacity
Number
The frame's opacity goes from 0 to 255. For example: A value of 0 means fully transparent, 255 means fully opaque and 128 means semi-transparent.
ox
Number
The x-coordinate of the origin.
oy
Number
The y-coordinate of the origin.
positionAnchor
gs.Point
The position anchor point. For example: An anchor-point with 0,0 places the object with its top-left corner 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 will place the object with its lower-right corner. It has not effect on the object's rotation/zoom anchor. For that, take a look at anchor property.
thickness
Number
The thickness of the frame. Default is 16.
transform
Mat2d
The transformation matrix of the graphic object.
visible
Boolean
Indicates if the object is rendered.
width
Number
The frame's width.
x
Number
The x-coordinate of the frame's position.
y
Number
The y-coordinate of the frame's position.
z
Number
The z-index controls rendering-order/image-overlapping. An object with a smaller z-index is rendered before an object with a larger index. For example: To make sure a graphic object is always on top of the screen, it should have the largest z-index of all graphic objects.
zoomX
Number
The zoom on x-axis.
zoomY
Number
The zoom on y-axis.