Class CharComponentSystem

Char Component System handles all Char Components.

Hierarchy (View Summary)

Accessors

Methods

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optionalarg1: any

      First argument that is passed to the event handler.

    • Optionalarg2: any

      Second argument that is passed to the event handler.

    • Optionalarg3: any

      Third argument that is passed to the event handler.

    • Optionalarg4: any

      Fourth argument that is passed to the event handler.

    • Optionalarg5: any

      Fifth argument that is passed to the event handler.

    • Optionalarg6: any

      Sixth argument that is passed to the event handler.

    • Optionalarg7: any

      Seventh argument that is passed to the event handler.

    • Optionalarg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    obj.on('test', () => {}); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.

    Parameters

    • Optionalname: string

      Name of the event to unbind.

    • Optionalcallback: HandleEventCallback

      Function to be unbound.

    • Optionalscope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    const handler = () => {};
    obj.on('test', handler);

    obj.off(); // Removes all events
    obj.off('test'); // Removes all events called 'test'
    obj.off('test', handler); // Removes all handler functions, called 'test'
    obj.off('test', handler, this); // Removes all handler functions, called 'test' with scope this
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    Can be used for removing event in the future.

    obj.on('test', (a, b) => {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    const evt = obj.on('test', (a, b) => {
    console.log(a + b);
    });
    // some time later
    evt.off();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object

      Object to use as 'this' when the event is fired, defaults to current this.

    Returns EventHandle

    • can be used for removing event in the future.
    obj.once('test', (a, b) => {
    console.log(a + b);
    });
    obj.fire('test', 1, 2); // prints 3 to the console
    obj.fire('test', 1, 2); // not going to get handled
  • Allows to override the JS callbacks that Jolt will call from Wasm instance. Important - do not use arrow functions! Use regular ones.

    Note that the functions will be re-evaluated and will lose their current scope, so don't reference any existing variables outside these functions.

    For details, refer to Jolt documentation: Character Contact Listener

    Parameters

    • callbacks: {
          OnAdjustBodyVelocity: Function;
          OnCharacterContactAdded: Function;
          OnCharacterContactSolve: Function;
          OnCharacterContactValidate: Function;
          OnContactAdded: Function;
          OnContactSolve: Function;
          OnContactValidate: Function;
      } = {}

      An object with one or more callback functions, allowing you to override the default ones.

      • OnAdjustBodyVelocity: Function

        Callback to adjust the velocity of a body as seen by the character.

        OnAdjustBodyVelocity: function (inCharacter, inBody2, ioLinearVelocity,ioAngularVelocity) {}
        
      • OnCharacterContactAdded: Function

        Same as OnContactAdded but when colliding with a Character Virtual.

        OnCharacterContactAdded: function (inCharacter, inOtherCharacter, inSubShapeID2,
        inContactPosition, inContactNormal, ioSettings) {}
      • OnCharacterContactSolve: Function

        Same as OnContactSolve but when colliding with a CharacterVirtual.

        OnCharacterContactSolve: function (inCharacter, inOtherCharacter, inSubShapeID2,
        inContactPosition, inContactNormal, inContactVelocity, inContactMaterial,
        inCharacterVelocity, ioNewCharacterVelocity) {}
      • OnCharacterContactValidate: Function

        Same as OnContactValidate, but when colliding with another Character Virtual.

        OnCharacterContactValidate: function (inCharacter, inBodyID2, inSubShapeID2,
        inContactPosition, inContactNormal, ioSettings) {}
      • OnContactAdded: Function

        Called whenever the character collides with a body.

        OnContactAdded: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
        inContactNormal, ioSettings) {}
      • OnContactSolve: Function

        Called whenever a contact is being used by the solver.

        OnContactSolve: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
        inContactNormal, inContactVelocity, inContactMaterial, inCharacterVelocity,
        ioNewCharacterVelocity) {}
      • OnContactValidate: Function

        Checks if a character can collide with specified body. Return true if the contact is valid.

        OnContactValidate: function (inCharacter, inBodyID2, inSubShapeID2) {}
        

    Returns void