Private _after_Protected _breakablePrivate _dockedProtected _extra_Protected _is_Protected _pushableProtected _rollableProtected _whirlwind_Protected anchor_Protected anchor_Protected dataPrivate dock_Protected gameProtected scale_Protected scale_Protected storage_Optional action?: stringOptional active?: stringOptional affected_Optional anchor?: stringOptional animation?: stringOptional base_Optional enable?: stringOptional entangled_Optional position?: stringOptional position_Optional scale?: stringOptional visible?: stringStatic Private Readonly DUST_Static Private Readonly DUST_Static Private Readonly DUST_Static Private Readonly DUST_Static Private Readonly PILLAR_Static Private Readonly PUSH_When active is false, the io is removed from the map.
An object containing which filters are active in this IO.
Whether this IO is affected by Reveal psynergy or not.
Object that contains lists of Game Events to fired per psynergy after it finishes. Psynergy is the key, the list of events is the value of this object.
Object that contains lists of Game Events to fired per psynergy before it starts. Psynergy is the key, the list of events is the value of this object.
This IO body if available.
Whether this pushable is docked or not.
When enable is false, the io is on the map, but a char can't interact with it.
The unique label that identifies this Interactable Object.
Whether the shapes of this IO body are active (colliding) or not.
Optional filter_Optional breakable?: { Optional pushable?: { Optional rollable?: { Optional rope_Gets the tile pos object for this interactable object.
Gets the current x tile position of this interactable object.
Gets the current y tile position of this interactable object.
Gets the x position in px.
Sets the current x position in px.
Gets the y position in px.
Sets the current y position in px.
Checks if a given char is trying to push this interactable object, if it's trying, starts the push process.
the char that is trying to push this pushable interactable object.
returns whether the char is trying to push or not.
Checks if a given char is trying to climb this interactable object, if it's trying, starts the climb process.
the char that is trying to climb this climbable interactable object.
returns whether the char is trying to climb or not.
Private dust_The main push related method. This actually executes the push process.
the char that is pushing this controllable object.
Optional push_end: (() => void)after moving this interactable object callback.
Optional before_move: ((x_shift, y_shift) => void)before moving this interactable object callback.
if true, only this interactable object will move. False means physical move.
whether you want to enable p2 physics at the end of the process or not.
Optional on_push_update: (() => void)the callback that is called while the push is happening.
Optional filter_Optional breakable?: { Optional pushable?: { Optional rollable?: { Optional rope_Initializes the pushable. Must be called just after instantiation.
object containing docking info.
array of game events to be fired after push.
Starts a manual push in which the char manually push it.
the char that is pushing this controllable object.
Initialize the shadow sprite of this IO.
the group where the shadow sprite is going to be inserted.
Optional options: { options to be set like anchor values and whether it's a world map.
Optional is_Optional key_Optional shadow_Optional shadow_Shifts the related events of this interactable object.
the x shift amount.
the y shift amount.
Optional manipulate_collision: { Private shift_Starts the push process in which only this interactable object move.
the char that is pushing this controllable object.
before moving this interactable object callback.
after moving this interactable object callback.
whether you want to enable p2 physics at the end of the process or not.
Optional on_push_update: (() => void)the callback that is called while the push is happening.
An interactable object that can be pushed by a ControllableChar.