Method: AGL::Effect#initialize

Defined in:
lib/minigl/game_object.rb

#initialize(x, y, img, sprite_cols = nil, sprite_rows = nil, interval = 10, indices = nil, lifetime = nil) ⇒ Effect

Creates a new Effect.

Parameters:

x

The x-coordinate in the screen (or map) where the effect will be drawn. This can be modified later via the x attribute.

y

The y-coordinate in the screen (or map) where the effect will be drawn. This can be modified later via the y attribute.

img

The image or spritesheet to use for this effect (see Sprite for details on spritesheets).

sprite_cols

(see Sprite)

sprite_rows

(see Sprite)

interval

The interval between steps of the animation, in updates.

indices

The indices to use in the animation. See Sprite#animate for details. If nil, it will be the sequence from 0 to sprite_cols * sprite_rows - 1.

lifetime

The lifetime of the effect, in updates. After update is called this number of times, the effect will no longer be visible, even when draw is called, and the dead flag will be set to true, so you get to know when to dispose of the Effect object. If nil, it will be set to @indices.length * interval, i.e., the exact time needed for one animation cycle to complete.



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# File 'lib/minigl/game_object.rb', line 223

def initialize x, y, img, sprite_cols = nil, sprite_rows = nil, interval = 10, indices = nil, lifetime = nil
	super x, y, img, sprite_cols, sprite_rows
	@timer = 0
	if indices
		@indices = indices
	else
		@indices = *(0..(@img.length - 1))
	end
	@interval = interval
	if lifetime
		@lifetime = lifetime
	else
		@lifetime = @indices.length * interval
	end
end