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Sensor

A Sensor is used to detect collisions with bricks. Due to performance optimizations, passable bricks (or bricks that are too far off camera) can't be sensed.

Example

using SurgeEngine.Actor;
using SurgeEngine.Collisions.Sensor;

object "SensorToy" is "entity"
{
    actor = Actor("SensorToy");
    sensor = Sensor(0, -25, 1, 50); // a vertical sensor

    state "main"
    {
        if(sensor.status != null)
            Console.print("Got a brick of type " + sensor.status);
    }

    fun constructor()
    {
        sensor.visible = true;
    }
}

Factory

Sensor

Collisions.Sensor(x, y, width, height)

Spawns a new Sensor with the specified dimensions and having its top-left corner located at position (x, y) relative to the parent object. A Sensor is either a vertical or a horizontal bar that is 1-pixel thin. Both width and height must be positive integers, and at least one of them must be equal to 1.

Arguments

  • x: number. The x-position of the top-left corner of the sensor, relative to the parent object.
  • y: number. The y-position of the top-left corner of the sensor, relative to the parent object.
  • width: number. The width of the sensor, in pixels. Must be a positive integer.
  • height: number. The height of the sensor, in pixels. Must be a positive integer.

Returns

A Sensor with the specified parameters.

Properties

status

status: string | null, read-only.

The type of the brick colliding with the sensor (either "solid" or "cloud"). If the sensor isn't colliding with a brick, or if it's disabled, its status will be null.

visible

visible: boolean.

Should the sensor be rendered? Useful for debugging. Defaults to false.

enabled

enabled: boolean.

Indicates whether the sensor is enabled or not. Defaults to true.