ig.CONFIG.

ENTITY

Entity base configuration settings. IMPORTANT: Don't modify config directly! (see example)

Author:
  • Collin Hover - collinhover.com
Source:
// in order to add your own custom configuration to Impact++
// edit the file defining ig.CONFIG_USER, 'plusplus.config-user'
// ig.CONFIG_USER is never modified by Impact++ (it is strictly for your use)
// ig.CONFIG_USER is automatically merged over Impact++'s config

<static> BOUNCINESS :Number

Bounciness of entities.

Default Value:
  • 0
Source:

<static> CAN_FLIP_X :boolean

Whether to flip animations on the X-axis when moving horizontally. IMPORTANT in some cases, this may not have an effect unless game is in ig.CONFIG.TOP_DOWN mode!

Default Value:
  • true
Source:

<static> CAN_FLIP_Y :boolean

Whether to flip animations on the Y-axis when moving vertically. IMPORTANT in some cases, this may not have an effect unless game is in ig.CONFIG.TOP_DOWN mode!

Default Value:
  • false
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<static> DIFFUSE :Number

How much of light is blocked by entities that are opaque.

Default Value:
  • 0.8
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<static> FRICTION_X :Number

Horizontal friction of entities.

Default Value:
  • 0
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<static> FRICTION_Y :Number

Vertical friction of entities.

Default Value:
  • 0
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<static> HEALTH :Number

Health statistic.

Default Value:
  • 1
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<static> ig.CONFIG.CHARACTER.SIZE_EFFECTIVE_MAX :Number

Maximum size of characters accounting for offsets, i.e. actual collision bounds.

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<static> ig.CONFIG.CHARACTER.SIZE_EFFECTIVE_MIN :Number

Minimum size of characters accounting for offsets, i.e. actual collision bounds.

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<static> ig.CONFIG.CHARACTER.SIZE_EFFECTIVE_X :Number

Horizontal size of characters accounting for offsets, i.e. actual collision bounds.

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<static> ig.CONFIG.CHARACTER.SIZE_EFFECTIVE_Y :Number

Vertical size of characters accounting for offsets, i.e. actual collision bounds.

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<static> ig.CONFIG.CHARACTER.SLOPE_STICKING :Boolean

Whether character should stick to slopes instead of sliding down.

Default Value:
  • true
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<static> IGNORE_SYSTEM_SCALE :Boolean

Whether entities elements should ignore system scale.

Default Value:
  • false
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<static> MAX_VEL_X :Number

Maximum horizontal velocity of entities.

Default Value:
  • 100
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<static> MAX_VEL_Y :Number

Maximum vertical velocity of entities.

Default Value:
  • 100
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<static> MIN_BOUNCE_VEL :Number

Minimum velocity to bounce.

Default Value:
  • 40
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<static> NEEDS_BOUNDS :Number

Whether to calculate bounds on change.

Default Value:
  • false
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<static> NEEDS_VERTICES :Number

Whether to calculate vertices on change.

Default Value:
  • false
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<static> OPAQUE :Boolean

Whether entities cast shadows.

Default Value:
  • false
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<static> OPAQUE_FROM_VERTICES :Boolean

Whether opaque vertices should use vertices when present for casting shadows.

Default Value:
  • false
Source:

<static> OPAQUE_OFFSET :Object

Size to offset from entity bounds for casting shadows when ig.EntityExtended#opaque. Tip: to set opaque offsets per animation, use ig.AnimationExtended#opaqueOffset

Properties:
Name Type Description
left Number 0
right Number 0
top Number 0
bottom Number 0
Source:

<static> OPAQUE_OFFSET_BOTTOM :Number

Size to offset from entity bounds for casting shadows when ig.EntityExtended#opaque.

Default Value:
  • 0
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<static> OPAQUE_OFFSET_RIGHT :Number

Size to offset from entity bounds for casting shadows when ig.EntityExtended#opaque.

Default Value:
  • 0
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<static> OPAQUE_OFFSET_TOP :Number

Size to offset from entity bounds for casting shadows when ig.EntityExtended#opaque.

Default Value:
  • 0
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<static> SCALE :Number

Scale that overrides system scale when ig.CONFIG.ENTITY.IGNORE_SYSTEM_SCALE is true.

Default Value:
  • 1
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<static> SCALE_MAX :Number

Maximum value of ig.EntityExtended#scale.

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<static> SCALE_MIN :Number

Minimum value of ig.EntityExtended#scale.

Default Value:
  • 1
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<static> SCALE_OF_SYSTEM_SCALE :Number

Scale of system scale.

Default Value:
  • 1
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<static> SIZE_EFFECTIVE_MAX :Number

Maximum size of entities accounting for offsets, i.e. actual collision bounds.

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<static> SIZE_EFFECTIVE_MIN :Number

Minimum size of entities accounting for offsets, i.e. actual collision bounds.

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<static> SIZE_EFFECTIVE_X :Number

Horizontal size of entities accounting for offsets, i.e. actual collision bounds.

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<static> SIZE_EFFECTIVE_Y :Number

Vertical size of entities accounting for offsets, i.e. actual collision bounds.

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<static> SIZE_OFFSET_X :Number

Horizontal offset of entities allows visual overlap with walls to give some depth.

Default Value:
  • 0
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<static> SIZE_OFFSET_Y :Number

Vertical offset of entities allows visual overlap with floor / ceiling to give some depth.

Default Value:
  • 0
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<static> SIZE_X :Number

Base horizontal size of entities that can also affect many calculations, ex: melee ability distance.

Default Value:
  • 16
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<static> SIZE_Y :Number

Base vertical size of entities that can also affect many calculations, ex: melee ability distance.

Default Value:
  • 16
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<static> SLOPE_SPEED_MOD :Number

Modifier when entity moving on slope.

Default Value:
  • 0.75
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<static> SLOPE_STANDING_MAX :Number

Maximum angle, in degrees, for entity to be considered standing on a slope.

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<static> SLOPE_STANDING_MIN :Number

Minimum angle, in degrees, for entity to be considered standing on a slope.

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<static> SLOPE_STICKING :Boolean

Whether entities should stick to slopes instead of sliding down.

Default Value:
  • false
Source: