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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.

Methods

dispose

()

Inherited from gs.GraphicObject

Disposes the frame and frees resources. After that the frame is no longer rendered. The associated skin-bitmap is not disposed.

draw

()

Inherited from gs.GraphicObject

Draws the frame. Shouldn't be called manually.

initialize

() protected

Inherited from gs.GraphicObject:

Initializes the graphic object.

update

()

Inherited from gs.GraphicObject

Updates the frame.

Properties

anchor

gs.Point

Inherited from gs.GraphicObject:

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

Inherited from gs.GraphicObject:

Indicates if the object is disposed. A disposed object is not rendered.

effects

gs.EffectCollection

Inherited from gs.GraphicObject:

The effect settings for different kind of visual effect like wobble, etc.

height

Number

The frame's height.

id

Number

Inherited from gs.GraphicObject:

The unique identifier of the graphic object.

index

Number

Inherited from gs.GraphicObject:

The current index in the global rendering list. This property is read-only and automatically calculated at runtime depending on z-property.

onIndexChange

Function

Inherited from gs.GraphicObject:

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

Inherited from gs.GraphicObject:

The x-coordinate of the origin.

oy

Number

Inherited from gs.GraphicObject:

The y-coordinate of the origin.

positionAnchor

gs.Point

Inherited from gs.GraphicObject:

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.

skin

gs.Bitmap

The skin-bitmap.

srcRect

gs.Rect

The source-rectangle. Only that area of the skin is used to construct the frame.

thickness

Number

The thickness of the frame. Default is 16.

tone

gs.Tone

The frame's color tone.

transform

Mat2d

Inherited from gs.GraphicObject:

The transformation matrix of the graphic object.

visible

Boolean

Inherited from gs.GraphicObject:

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

Inherited from gs.GraphicObject:

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.