Class: LabelActor

b5. LabelActor

b5.LabelActor

new b5.LabelActor(){b5.LabelActor}

actor/labelActor.js, line 42

A LabelActor is derived from a b5.Actor that displays text game objects instead of an image and inherits all properties, methods and so forth from its parent. A LabelActor should be added to a b5.Scene or another b5.Actor that is part of a scene hierarchy

Examples

Example showing how to create a LabelActor:

 var actor = new b5.LabelActor();
 actor.font = "16pt Calibri";     // Set font
 actor.text_align = "center";     // Set horizontal alignment
 actor.text_baseline = "middle";  // Set vertical alignment
 actor.fill_style = "#ffffff";    // Set fill style
 actor.text = "Hello World";      // Set some text
 scene.addActor(actor);           // Add to scene for processing and drawing

For a complete overview of the Actor class see Booty5 Actor Overview

Properties:
Name Type Description
text string

The text to display

font string

The font to display the text in (e.g. 16px Calibri)

text_align string

Text horizontal alignment (left, right or center)

text_baseline string

Text vertical alignment (top, middle or bottom)

fill_style string

Style used to fill the label (default is #ffffff)

stroke_style string

Stroke used to draw none filled label (default is #ffffff)

stroke_thickness number

Stroke thickness for none filled (default is #ffffff)

filled boolean

If true then label interior will be filled otherwise empty (default is true)

Returns:
Type Description
b5.LabelActor The created LabelActor

Extends

Methods

inherited addActor(actor){b5.Actor}

actor/actor.js, line 628

Adds the specified actor to this actors child list, placing the specified actor under control of this actor

Name Type Description
actor b5.Actor

An actor

Returns:
Type Description
b5.Actor The supplied actor

inherited addFixture(options){object}

actor/actor.js, line 972

Adds a new fixture to this actors physics body

Name Type Description
options object

An object describing the fixtures properties:

  • type {number} – Type of fixture (Shape.TypeBox, Shape.TypeCircle or Shape.TypePolygon)
  • density {number} – Fixture density
  • friction {number} – Fixture friction
  • restitution {number} – Fixture restitution
  • is_sensor {boolean} – true if this fixture is a sensor
  • width {number} – Width and height of box (if type is box)
  • height {number} – Width and height of box (if type is box)
  • radius {number} – Radius of shape (if type is circle)
  • material {b5.Material} – A Material resource, if passed then density, friction, restitution will be taken from the material resource
  • shape {b5.Shape} – A Shape resource, if passed then width, height, type and vertices will be taken from the shape resource
Returns:
Type Description
object The created fixture or in the case of a multi-fixture shape an array of fixtures

inherited addJoint(options){object}

actor/actor.js, line 1087

Adds a new joint to this actor

Name Type Description
options object

An object describing the joints properties:

  • type {string} – Type of joint to create (weld, distance, revolute, prismatic, pulley, wheel, mouse)
  • actor_b (b5.Actor) – The other actor that this joint attaches to
  • anchor_a {object} - The joints x, y anchor point on this body
  • anchor_b {object} - The joints x, y anchor point on actor_b’s body
  • self_collide {boolean} – If set to true then actors that are connected via the joint will collide with each other
  • frequency {number} – Oscillation frequency in Hertz (distance joint)
  • damping {number} – Oscillation damping ratio (distance and wheel joints)
  • limit_joint {boolean} – If true then joint limits will be applied (revolute, prismatic, wheel joints)
  • lower_limit {number} – Lower limit of joint (revolute, prismatic, wheel joints)
  • upper_limit {number} – Upper limit of joint (revolute, prismatic, wheel joints)
  • motor_enabled {boolean} – If true then the joints motor will be enabled (revolute, prismatic, wheel joints)
  • motor_speed {number} – Motor speed (revolute, prismatic, wheel joints)
  • max_motor_torque {number} – Motors maximum torque (revolute joints)
  • max_motor_force {number} – Motors maximum force (prismatic, wheel, mouse joints)
  • axis {object} – Movement x, y axis (prismatic, wheel joints)
  • ground_a {object} – Ground x, y offset for this actor (pulley joints)
  • ground_b {object} – Ground x, y offset for actor_b (pulley joints)
Returns:
Type Description
object The created joint

inherited baseUpdate(dt)

actor/actor.js, line 1527

Main base actor update method that is called by the main app object each logic loop. Performs many actions including:

  • Calling onTick() callback
  • Updating local timelines manager
  • Updating local actions manager
  • Updating local tasks manager
  • Providing virtual canvas functionality
  • Updating bitmap animation
  • Updating position / rotation from physics or updating arcade physics
  • Scene edge wrapping
  • Applying docking
  • Updating child hierarchy
  • Cleaning up destroyed child actors
  • Sorting child actor layers
Name Type Description
dt number

Time that has passed since this actor was last updated in seconds

inherited bringToFront()

actor/actor.js, line 795

Moves the actor to the end of its parents child list, effectively rendering it on top of all other actors that have the same depth

inherited changeParent(parent)

actor/actor.js, line 600

Removes the actor from its current parent and places it into a new parent

Name Type Description
parent b5.Actor | b5.Scene

New parent

inherited destroy()

actor/actor.js, line 587

Destroys the actor, removing it from the scene

inherited dirty()

actor/actor.js, line 1670

Dirties this actor and all child actor transforms forcing them to be rebuilt

draw()

actor/labelActor.js, line 71

Overrides the base b5.Actor.draw() method to draw a label instead of an image

drawToCache()

actor/labelActor.js, line 145

Overrides the base b5.Actor.drawToCache() method to draw a label to a cache

inherited findActor(name, recursive){b5.Actor}

actor/actor.js, line 697

Searches the actors children to find the named actor

Name Type Description
name string

Name of actor to find

recursive boolean

If true then this actors entire child actor hierarchy will be searched

Returns:
Type Description
b5.Actor The found actor or null if not found

inherited findActorById(id, recursive){b5.Actor}

actor/actor.js, line 723

Searches the actors children to find the actor by its id

Name Type Description
id number

Id of actor to find

recursive boolean

If true then this actors entire child actor hierarchy will be searched

Returns:
Type Description
b5.Actor The found actor or null if not found

inherited findFirstCachedParent(){b5.Actor}

actor/actor.js, line 763

Search up the actors parent hierarchy for the first actor that is cached

Returns:
Type Description
b5.Actor The found actor or null if not found

inherited findFirstParent(){b5.Actor}

actor/actor.js, line 747

Search up the actors parent hierarchy for the first actor parent of this actor

Returns:
Type Description
b5.Actor The found actor or null if not found

inherited hitTest(position){b5.Actor}

actor/actor.js, line 1851

Tests to see if the supplied position has hit the actor or any of its children. This function does not work with actors that have been rotated around any point except their centre, also does not work with actors that have depth.

Name Type Description
position object

The x,y position to be tested

Returns:
Type Description
b5.Actor The actor that was hit or null if no actor was hit

inherited initBody(body_type, fixed_rotation, is_bullet){object}

actor/actor.js, line 934

Creates and attached a physics body 5to this actor, placing this actor under control of the Box2D physics system

Name Type Description
body_type string

Type of body, can be static, dynamic or kinematic.

fixed_rotation boolean

If set to true then the physics body will be prevented from rotating

is_bullet boolean

If set to true then the physics body will be marked as a bullet which can be useful for very fast moving objects

Returns:
Type Description
object The created body

inherited makeVirtual()

actor/actor.js, line 1695

Attaches a virtual canvas providing new actor properties:

  • prev_scroll_pos_x {number} - Previous canvas scroll X position
  • prev_scroll_pos_y {number} - Previous canvas scroll Y position
  • scroll_pos_x {number} - Canvas scroll X position
  • scroll_pos_y {number} - Canvas scroll Y position
  • scroll_vx {number} - Canvas scroll X velocity
  • scroll_vy {number} - Canvas scroll Y velocity
  • scroll_range {number} - Scrollable range of canvas (left, top, width, height)

Child actors that apply docking will be docked to this container instead of the scene

inherited onBeginTouchBase(touch_pos)

actor/actor.js, line 854

Called by the main app object when the user begins to touch this actor, provided that this actor is marked as touchable Calls a user supplied onBeginTouch() method if one is supplied

Name Type Description
touch_pos object

x,y position of touch

inherited onEndTouchBase(touch_pos)

actor/actor.js, line 869

Called by the main app object when the user stops touching this actor, provided that this actor is marked as touchable Calls a user supplied onEndTouch() method if one is supplied

Name Type Description
touch_pos object

x,y position of touch

inherited onMoveTouchBase(touch_pos)

actor/actor.js, line 887

Called by the main app object when the user moves their finger or mouse whilst touching this actor, provided that this actor is marked as touchable Calls a user supplied onEndTouch() method if one is supplied

Name Type Description
touch_pos object

x,y position of touch

inherited overlaps(other){boolean}

actor/actor.js, line 1947

Basic test to see if actors overlap (no scaling, rotation, origin or shape currently taken into account)

Name Type Description
other b5.Actor

Other actor to test overlap with

Returns:
Type Description
boolean true if overlapping, false if not

inherited playAnim(name)

actor/actor.js, line 553

Plays the named animation of the attached b5.ImageAtlas brush on this actor

Name Type Description
name string

Name of animation to play

inherited postDraw()

actor/actor.js, line 1500

Called after rendering the actor to perform various post-draw activities such as disabling shadows and resetting composite operations

inherited preDraw()

actor/actor.js, line 1482

Called before rendering the actor to perform various pre-draw activities such as setting opacity, shadows and composite operations

inherited release()

actor/actor.js, line 576

Releases the actor, calling the actors onDestroy() handler and releases physics, does not remove actor from the scene

inherited releaseBody()

actor/actor.js, line 905

Releases this actors physics body destroying the body, taking control of the actor from the Box2D physics system

inherited releaseJoints()

actor/actor.js, line 917

Releases all joints that this actor created, destroying the joints

inherited removeActor(actor)

actor/actor.js, line 640

Removes the specified actor from this actors child list

Name Type Description
actor b5.Actor

An actor

inherited removeActorsWithTag(tag)

actor/actor.js, line 649

Removes all actors from this actors child list that match the specified tag

Name Type Description
tag string

Actor tag

inherited removeJoint(joint)

actor/actor.js, line 1213

Removes and destroys the specified joint

Name Type Description
joint object

The joint to remove

inherited sendToBack()

actor/actor.js, line 822

Moves the actor to the start of its parents child list, effectively rendering behind all other actors that have the same depth

inherited setDepth(depth)

actor/actor.js, line 540

Sets the actors 3D depth

Name Type Description
depth number

3D depth, use 0 to disable depth projection

inherited setOrigin(x, y)

actor/actor.js, line 495

Sets the actors render origin

Name Type Description
x number

X coordinate

y number

Y coordinate

inherited setPosition(x, y)

actor/actor.js, line 471

Sets the actors scene position

Name Type Description
x number

X coordinate

y number

Y coordinate

inherited setRotation(angle)

actor/actor.js, line 522

Sets the actors rotation

Name Type Description
angle number

Angle in radians

inherited setScale(x, y)

actor/actor.js, line 509

Sets the actors scale

Name Type Description
x number

X scale

y number

Y scale

inherited transformPoint(x, y){object}

actor/actor.js, line 1899

Transforms supplied point by actors visual transform

Name Type Description
x number

X coordinate local to actor

y number

Y coordinate local to actor

Returns:
Type Description
object Transformed point

inherited update(dt)

actor/actor.js, line 1649

Main actor update method that is called by the main app object each logic loop. If you derive your own Actor class then you should override this method to provide your own functionality, but remember to call baseUpdate() if you would like to keep the existing base Actor functionality

Name Type Description
dt number

Time that has passed since this actor was last updated in seconds

inherited updateParentTransforms()

actor/actor.js, line 778

Updates the transforms of all parents of this actor

inherited updateToPhysics()

actor/actor.js, line 1657

Copies actor velocities to the physics body

inherited updateTransform()

actor/actor.js, line 1235

Checks if this actors visual transform is dirty and if so rebuilds the transform and mark the transform as clean