# Copy class

Copies are the entities that interact with each other on the screen and what drives the game's logic. They derive from Pixi's AnimatedSprite class, so you can find much more parameters at their docs site.


To create and find copies, see the ct.types reference.

# Moving Copies Around

Each Copy has these parameters for movement:

Property Type Description
x, y number Copy's location, by X and Y axes (horizontal and vertical axes).
xprev, yprev number The location of a Copy in a previous frame.
xstart, ystart number The coordinates at which a copy was created.
speed number Movement speed (or the length of vector [hspeed; vspeed]).
hspeed, vspeed number Horizontal and vertical speed.
direction number Movement direction (from 0 to 360).
gravity number Gravity force, as an amount of speed added at each frame.
gravityDir number Gravity direction (from 0 to 360, default is 270).

You can also call this.addSpeed to add speed vector to a Copy in a given direction.

this.addSpeed(speed, dir);

To actually move a copy, you should call this.move(); in your copy's OnStep code (it is included in each Type by default). Default movement system already takes ct.delta into account, so it will move with the same speed at every frame rate.

# Manipulating Copies' look

There are a number of parameters that can be changed:

Property Type Description
alpha number The opacity of the copy. 0 makes a copy invisible, 1 is the default (fully opaque) mode. All in between will make a gradual transparency change.
blendMode PIXI.BLEND_MODES (number) How to mix the copy with the rest of the world. Defaults to PIXI.BLEND_MODES.NORMAL. Can be one of:
depth number The drawing layer.
rotation number The rotation of the copy in degrees.
scale PIXI.ObservablePoint The scale factor of the object. You can either assign a simple value (this.scale = 0.5;) for uniform scaling or access its x and y compounds (this.scale.x = 0.5;).
tex string The name of a ct.js texture to use. Setting this.tex = 'NewTexture'; will change the displayed texture and reset animation.
tint number The tint applied to the sprite. This is a hex value. A value of 0xFFFFFF will remove any tint effect. The colors are the same as in CSS but with 0x instead of #, e.g. 0xFF0000 is red, 0x00FFFF is cyan, ect.
visible number The visibility of the object (true or false).

# Animation

Property Type Description
animationSpeed number Animation speed. Higher is faster, lower is slower.
currentFrame number Read-only. Current drawing frame index. You should change it with gotoAndPlay, gotoAndStop methods.
totalFrames number Read-only. The total number of frames in the Copy.


# copy.gotoAndPlay(frameIndex)

Goes to a specific frame and begins playing the animation.

# copy.gotoAndStop(frameIndex)

Stops the animation and goes to a specific frame.

# copy.play()

Plays the animation.

# copy.stop()

Stops the animation.

# Deleting Copies (this.kill property)

To delete a Copy, simply set its kill parameter to true.

Example: delete a Copy, if its health is depleted

if (this.health <= 0) {
    this.kill = true;


OnStep code will still be executed to its end. Copies get logically deleted between OnStep and Draw calls.

# Misc

# copy.getRoom()

Returns the room that owns the current copy. This is useful when working with different rooms in a stage. Returns an instance of Room class.

# copy.type

The name of the Type from which a Copy was created (a string).