CollageSprite - coldrockgames/gml-raptor GitHub Wiki

For every file or object or sprite sheet you add to COLLAGE, a class instance of CollageSprite is created and cached internally in the CollageManager (COLLAGE).

This is very important for setting your collision masks, if you need something else than GameMaker's default of Automatic Rectangular.

As shown in the Collage Builder Example, there are several methods available to define your collision mask. They are all in a builder pattern, including the .build() method, so you may freely chain your calls.

Methods of CollageSprite

set_mask_automatic

/// @func	set_mask_automatic(_shape = bboxkind_rectangular, _tolerance = 0) 
/// @desc	Set automatic collision mask (gamemaker default)
static set_mask_automatic = function(_shape = bboxkind_rectangular, _tolerance = 0) {

set_mask_full_image

/// @func	set_mask_full_image(_shape = bboxkind_rectangular, _tolerance = 0) 
/// @desc	Set a full-image mask with a shape
static set_mask_full_image = function(_shape = bboxkind_rectangular, _tolerance = 0) {

set_mask_manual

/// @func	set_mask_manual(_left, _top, _right, _bottom, _shape = bboxkind_rectangular) 
/// @desc	Set a manuel mask with border and shape
static set_mask_manual = function(_left, _top, _right, _bottom, _shape = bboxkind_rectangular) {

set_mask_precise

/// @func	set_mask_precise(_per_frame = true, _tolerance = 0) 
/// @desc	Set a precise mask, optionally per frame
static set_mask_precise = function(_per_frame = true, _tolerance = 0) {

build

/// @func	build()
/// @desc	Builds the collision mask of the sprite
static build = function() {