Circular Movement
The Circular Movement behavior makes the associated entity perform a circular orbit on the 2D plane. Its basic parameters are:
- A radius, given in pixels
- A movement rate, given in cycles per second
Other parameters include: a movement scale in both X and Y axes (making it an elliptic orbit), a flag telling whether the movement should be clockwise or not, and so on.
Example
//
// The example below shows how to make an entity move along
// a circle of 128 pixels of radius at a rate of 0.25 cycles
// per second (i.e., it takes one second to complete 25% of
// a cycle, or 4 seconds to complete a cycle)
//
using SurgeEngine.Actor;
using SurgeEngine.Vector2;
using SurgeEngine.Behaviors.CircularMovement;
object "Simple Ball" is "entity"
{
actor = Actor("Simple Ball");
movement = CircularMovement();
state "main"
{
movement.radius = 128;
movement.rate = 0.25;
//movement.scale = Vector2.up; // uncomment to move along the y-axis only
}
}
Factory
Behaviors.CircularMovement
CircularMovement()
Spawns a CircularMovement.
Returns
A CircularMovement object.
Properties
radius
radius: number.
The radius of the movement, in pixels.
rate
rate: number.
The rate of the movement, given in cycles per second.
clockwise
clockwise: boolean.
Indicates whether the movement is clockwise (true) or counterclockwise (false). Defaults to false.
scale
scale: Vector2 object.
Specifies the scale of the movement in both X and Y axes. It is used to distort the circle. Vector2(1, 1) means no distortion (default).
center
center: Vector2 object | null.
If not null, forces the center of the movement to be at a particular position in world space. Defaults to null.
phaseOffset
phaseOffset: number.
A value in degrees that offsets the current phase. Defaults to zero (180 means opposite phase relative to zero).
phase
phase: number, read-only.
A value in degrees that indicates the current phase of the movement.