Appearance
Summary
Set Graphic
- Method:
player.setGraphic(graphic)
- Arguments:
- {
string | number | (string | number)[]
}graphic
. (Optional:false
)
- {
- Return:
void
- Usage:
Give the spritesheet identifier
Since version 3.0.0-rc, you can define several graphic elements. If you put a number, it represents the tile ID in the tileset
Example 1:
ts
player.setGraphic(['body', 'shield'])
Example 2:
ts
player.setGraphic(3) // Use tile #3
You must, on the client side, create the spritesheet in question. Guide: Create Sprite
Remove Components
- Since: 3.3.0
- Arguments:
- {
string
}position
. Position of the components. Can be:top
,center
,bottom
,left
,right
(Optional:false
)
- {
- Usage:
Delete components
Merge Components
- Since: 3.3.0
- Arguments:
- {
string
}position
. Position of the components. Can be:top
,center
,bottom
,left
,right
(Optional:false
) - {
Object
}layout
. (Optional:false
) - {
Object
}options
. (Optional:false
)
- {
- Usage:
Merges components with existing components
For use layout and options, see setComponentsTop
Set Components Center
- Since: 3.3.0
- Method:
player.setComponentsCenter(layout,options)
- Arguments:
- {
Object
}layout
. (Optional:false
) - {
Object
}options
. (Optional:false
)
- {
- Usage:
Add components to the center of the graphic.
View setComponentsTop for more information
Be careful, because if you assign, it deletes the graphics and if the lines are superimposed (unlike the other locations)
Set Components Top
- Since: 3.3.0
- Method:
player.setComponentsTop(layout,options)
- Arguments:
- {
ComponentObject[][] | ComponentObject[] | ComponentObject
}layout
. Components (Optional:false
) - {
Object
}options
. Options (Optional:true
) - {
number
}options.width
. Width of the block (Optional:true
) - {
number
}options.height
. Height of the block (Optional:true
) - {
number
}options.marginTop
. Margin top (Optional:true
) - {
number
}options.marginBottom
. Margin bottom (Optional:true
) - {
number
}options.marginLeft
. Margin left (Optional:true
) - {
number
}options.marginRight
. Margin right (Optional:true
)
- {
- Usage:
Add components to the top of the graphic. e.g. text, life bar etc. The block will be centred The first array corresponds to the rows, and the nested table to the array in the row
Example:
ts
import { Components } from '@rpgjs/server'
player.setComponentsTop([
[Components.text('Hello World')],
[Components.hpBar()]
]) // 2 lines with 1 component each
or
ts
import { Components } from '@rpgjs/server'
player.setComponentsTop([
[Components.text('Hello World'), Components.hpBar()]
]) // 1 line with 2 components
You can be faster if you only have lines
ts
player.setComponentsTop([
Components.text('Hello World'),
Components.hpBar()
]) // 2 lines with 1 component each
or one component:
ts
player.setComponentsTop(Components.text('Hello World')) // 1 line with 1 component
You can add options to manage the style
ts
player.setComponentsTop([
Components.text('Hello World'),
Components.hpBar()
], {
width: 100,
height: 20,
marginTop: 10,
})
Set Components Bottom
- Since: 3.3.0
- Method:
player.setComponentsBottom(layout,options)
- Arguments:
- {
Object
}layout
. (Optional:false
) - {
Object
}options
. (Optional:false
)
- {
- Usage:
Add components to the bottom of the graphic.
View setComponentsTop for more information
Set Components Left
- Since: 3.3.0
- Method:
player.setComponentsLeft(layout,options)
- Arguments:
- {
Object
}layout
. (Optional:false
) - {
Object
}options
. (Optional:false
)
- {
- Usage:
Add components to the left of the graphic.
View setComponentsTop for more information
Set Components Right
- Since: 3.3.0
- Method:
player.setComponentsRight(layout,options)
- Arguments:
- {
Object
}layout
. (Optional:false
) - {
Object
}options
. (Optional:false
)
- {
- Usage:
Add components to the right of the graphic.
View setComponentsTop for more information