Whether the object is active and should be updated
Rotation angle (in radians)
Rotation slowdown (0-1)
The object's angular velocity
Optional
animationThe animation of the object sprite.
Whether the object is bounded by the scene and cannot move outside.
Whether the object collides with other objects
Whether the object is static and should not move
Optional
colorThe color of the object (if no sprite).
The color delta of the particle.
The starting color of the particle.
The object's damping (0-1)
Whether the object is dead and should be removed
The object's elasticity (0-1)
The rate at which the particle fades.
Optional
familyThe family of the object.
Whether the object is flipped horizontally (mirrored)
Whether the object is flipped vertically
The force applied to the object (acceleration)
The object's friction (0-1)
Optional
gidThe global ID of the object image from TMX map (if any).
How much gravity affects the object
The ID of the object.
Optional
imageThe image of the object (if any).
Last position of the object
Optional
layerThe layer ID of the object (if any).
The object's mass (0 is static)
Maximum speed
Optional
nameThe name of the object.
Optional
objThe object the entity is standing on
Current position of the object
Custom properties of the object
Render order
The scene the particle belongs to.
The shape of the particle.
The size of the object (scaled by tileSize)
The size delta of the particle.
The starting size of the particle.
Whether the object is solid and collides with other objects
Time the entity was spawned
The sprite of the object.
The scale of the particle's stretch effect.
The time to live (in seconds) of the particle.
The type of the particle.
Whether the object is visible and should be drawn
Applies a force to the entity (affected by mass)
The force to be applied.
Checks if this entity collides with another entity.
The entity to check collision with.
true
if a collision occurs, false
otherwise.
Checks if the entity collides with a tile.
The ID of the tile to check collision with.
The position of the entity.
True if the entity collides with the tile, false otherwise.
Checks if the entity collides with a tile using raycasting.
The data of the tile to check collision with.
The position of the entity.
True if the entity collides with the tile, false otherwise.
Sets the animation for the entity.
The animation to set.
(Optional) Whether to flip the animation horizontally. Default is false.
(Optional) Whether to flip the animation vertically. Default is false.
Represents a particle in the Platfuse game engine.