Two operations refer to the Origin Point’s coordinates, rotate and scale. Only used when you need to reference “origin” coordinates related to an Actor for specific operations. In the case of a Frame in a Tile’s animation, the Collision Group is always Tiles. A Frame cannot have its own Collision Group(s) separate from those of its Animation and Actor Type. Each Frame shares the Collision Group(s) specified for a complete Animation. It can be rectangular, circular, or polygonal (i.e customizable by a user). Collision ShapeĪ Collision Shape is the shape of one set of collision bounds for a given Animation. They are used to detect collisions but not move colliding Actors. Doodads and Regions are non-colliding groups. Tiles always belong to their own Collision Group and cannot be associated with any other group. Be default, all Actor Types belong to the “Actors” Collision Group.
A user can assign any Actor Type to one of those groups or to new groups. There are five default Collision Groups that a user cannot change: Players, Tiles, Doodads/Decoration, Actors, and Regions. A user can also create new Collision Groups and define how they interact with one another. A user can define which Collision Groups can interact and which cannot. Collision GroupĪ Collision Group is an arbitrary category that Actor Types, and their child Actors, can belong to. In addition, each Animation will have its own Collision Shape. A Tile cannot have more than one Collision Group associated with its Animation. An Animation can be set to play once or to repeat (looping). Each Animation associated with an Actor Type can have its own Collision Group(s). An individual image in an Animation is called an Animation Frame. An Actor Type can have multiple Animations but a Tile can only have a single Animation. AnimationĪ group of images that display in order over a set period of time. An Actor Type can have more than one Collision Group associated with it. The specific Collision Group associated with an Actor Type, and any related child Actors.
Each Actor Type can have its own set of Behaviors that define what its “child” Actors can do and any other related game logic characteristics. An Actor Type is the “parent” of an Actor. Actor TypeĪ template or “blueprint” that an Actor is based on. Note that each Actor shares the Behaviors, and related Attributes and Attribute values, that a user attaches to its parent Actor Type. By Jon (Updated on ) Actor Terminology Actor (Instance)Īn individual object in a Scene that has a parent Actor Type.