Class MapObjectProperty
public final class MapObjectProperty
Defines the built-in custom property names that LITIengine recognizes on Tiled IMapObject instances.
These string constants are used as keys for properties attached to map objects in .tmx files and are referenced by the various
MapObjectLoader implementations to configure entities at load time.
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Nested Class Summary
Nested ClassesModifier and TypeClassDescriptionstatic final classProperty names specific to particle emitter map objects.static final classProperty names specific to particle configuration on emitter map objects. -
Field Summary
FieldsModifier and TypeFieldDescriptionstatic final StringWhether collision is enabled for the entity.static final StringHorizontal alignment of the entity's collision box.static final StringType of collision used by the entity (static, dynamic, etc.).static final StringVertical alignment of the entity's collision box.static final StringHeight of the entity's collision box, in pixels.static final StringWhether the collision box obstructs light sources.static final StringWidth of the entity's collision box, in pixels.static final StringInitial current hit points of a combat entity.static final StringHit points of a combat entity.static final StringWhether the combat entity is indestructible.static final StringIdentifier of the team the combat entity belongs to.static final StringProject-defined implementation identifier for a built-in map object type.static final StringWhether the light source is initially active.static final StringColor of the emitted light, encoded as a string.static final StringIntensity of the emitted light.static final StringShape of the light source (e.g. rectangle, ellipse).static final StringAcceleration value of a mobile entity, in milliseconds to reach max velocity.static final StringDeceleration value of a mobile entity, in milliseconds to come to a stop.static final StringWhether the entity should rotate towards its movement direction.static final StringMaximum movement velocity of a mobile entity, in pixels per second.static final StringWhether the prop should cast a shadow.static final StringWhether the prop's sprite is flipped horizontally.static final StringWhether the prop's sprite is flipped vertically.static final StringMaterial of a prop, used to determine sound effects and damage interactions.static final StringSprite rotation of the prop.static final StringRender type used when drawing the entity.static final StringWhether the entity should be rendered together with its containing layer.static final StringMinimum graphics quality required for the entity to be rendered.static final StringWhether the entity's sprite should be scaled to fit its bounding box.static final StringVersioned JSON bindings for scripts attached to an entity.static final StringPixel offset applied to the static shadow.static final StringType of static shadow cast (e.g. rectangle, ellipse).static final StringWhether the sound source loops its playback.static final StringName of the sound resource played by the source.static final StringRange, in pixels, within which the sound is audible.static final StringVolume modifier of the sound source.static final StringInitial facing direction of the spawned entity.static final StringFree-form spawn information string passed to the spawned entity.static final StringPivot point used when positioning the spawned entity.static final StringHorizontal offset of the spawn pivot.static final StringVertical offset of the spawn pivot.static final StringName of the spritesheet associated with the entity.static final StringComma-separated list of tags assigned to an entity.static final StringActivation mode of a trigger (interact, collision, etc.).static final StringIdentifiers of entities that may activate the trigger.static final StringCooldown, in milliseconds, between subsequent activations of the trigger.static final StringMessage dispatched when the trigger fires.static final StringWhether the trigger can fire only once.static final StringIdentifiers of entities that receive the trigger message. -
Method Summary
Modifier and TypeMethodDescriptionReturns the lazily-computed list of all built-in property names defined by this class and its nestedMapObjectProperty.EmitterandMapObjectProperty.Particleclasses.static booleanDetermines whether the given property name is a custom (user-defined) property, i.e.
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Field Details
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TAGS
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RENDERTYPE
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RENDERWITHLAYER
Whether the entity should be rendered together with its containing layer.- See Also:
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REQUIRED_QUALITY
Minimum graphics quality required for the entity to be rendered.- See Also:
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COLLISION
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COLLISION_ALIGN
Horizontal alignment of the entity's collision box.- See Also:
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COLLISION_VALIGN
Vertical alignment of the entity's collision box.- See Also:
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COLLISION_TYPE
Type of collision used by the entity (static, dynamic, etc.).- See Also:
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COLLISIONBOX_HEIGHT
Height of the entity's collision box, in pixels.- See Also:
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COLLISIONBOX_WIDTH
Width of the entity's collision box, in pixels.- See Also:
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COLLISIONBOX_OBSTRUCTINGLIGHTS
Whether the collision box obstructs light sources.- See Also:
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SPRITESHEETNAME
Name of the spritesheet associated with the entity.- See Also:
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SCALE_SPRITE
Whether the entity's sprite should be scaled to fit its bounding box.- See Also:
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IMPLEMENTATION
Project-defined implementation identifier for a built-in map object type.- See Also:
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SCRIPT_BINDINGS
Versioned JSON bindings for scripts attached to an entity.- See Also:
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MOVEMENT_ACCELERATION
Acceleration value of a mobile entity, in milliseconds to reach max velocity.- See Also:
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MOVEMENT_DECELERATION
Deceleration value of a mobile entity, in milliseconds to come to a stop.- See Also:
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MOVEMENT_VELOCITY
Maximum movement velocity of a mobile entity, in pixels per second.- See Also:
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MOVEMENT_TURNONMOVE
Whether the entity should rotate towards its movement direction.- See Also:
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COMBAT_HITPOINTS
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COMBAT_CURRENT_HITPOINTS
Initial current hit points of a combat entity.- See Also:
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COMBAT_INDESTRUCTIBLE
Whether the combat entity is indestructible.- See Also:
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COMBAT_TEAM
Identifier of the team the combat entity belongs to.- See Also:
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PROP_MATERIAL
Material of a prop, used to determine sound effects and damage interactions.- See Also:
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PROP_ADDSHADOW
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PROP_ROTATION
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PROP_FLIPHORIZONTALLY
Whether the prop's sprite is flipped horizontally.- See Also:
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PROP_FLIPVERTICALLY
Whether the prop's sprite is flipped vertically.- See Also:
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LIGHT_COLOR
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LIGHT_INTENSITY
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LIGHT_SHAPE
Shape of the light source (e.g. rectangle, ellipse).- See Also:
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LIGHT_ACTIVE
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SOUND_VOLUME
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SOUND_LOOP
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SOUND_NAME
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SOUND_RANGE
Range, in pixels, within which the sound is audible.- See Also:
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SHADOW_TYPE
Type of static shadow cast (e.g. rectangle, ellipse).- See Also:
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SHADOW_OFFSET
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SPAWN_INFO
Free-form spawn information string passed to the spawned entity.- See Also:
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SPAWN_DIRECTION
Initial facing direction of the spawned entity.- See Also:
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SPAWN_PIVOT
Pivot point used when positioning the spawned entity.- See Also:
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SPAWN_PIVOT_OFFSETX
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SPAWN_PIVOT_OFFSETY
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TRIGGER_ACTIVATION
Activation mode of a trigger (interact, collision, etc.).- See Also:
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TRIGGER_MESSAGE
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TRIGGER_ONETIME
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TRIGGER_ACTIVATORS
Identifiers of entities that may activate the trigger.- See Also:
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TRIGGER_TARGETS
Identifiers of entities that receive the trigger message.- See Also:
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TRIGGER_COOLDOWN
Cooldown, in milliseconds, between subsequent activations of the trigger.- See Also:
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Method Details
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getAvailableProperties
Returns the lazily-computed list of all built-in property names defined by this class and its nestedMapObjectProperty.EmitterandMapObjectProperty.Particleclasses.- Returns:
- the list of available built-in property names
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isCustom
Determines whether the given property name is a custom (user-defined) property, i.e. not part of the built-in property names.- Parameters:
name- the property name to test- Returns:
trueif the name is not part of the built-in properties;falseotherwise
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