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Actor (libgdx API)
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com.badlogic.gdx.scenes.scene2d
</FONT>
<BR>
Class Actor
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.scenes.scene2d.Actor
</B>
</PRE>
<DL>
<DT><B>Direct Known Subclasses:
</B> <DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A>,
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/ui/Widget.html" title="class in com.badlogic.gdx.scenes.scene2d.ui">Widget
</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public abstract class
<B>Actor
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
<p>
An Actor is part of a
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Stage
</CODE></A> or a
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Group
</CODE></A> within a Stage. It has a position, a rectangular size given as width and
height, a rotation angle, a scale in x and y and an origin relative to the position which is used for rotation and scaling.
</p>
<p>
The position of an Actor is coincident with its unrotated, unscaled bottom left corner.
</p>
<p>
An Actor can be a child of a Group or the Stage. The object it belongs to is called the Actor's parent. An Actor's position is
always relative to the bottom left corner of its parent.
</p>
<p>
Every Actor must have a unique name within a Stage.
</p>
<p>
An Actor can receive touch events when its
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchable"><CODE>touchable
</CODE></A> attribute is set to true. The Stage will delegate touch events to
an Actor in this case, calling its
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchDown(float, float, int)"><CODE>touchDown(float, float, int)
</CODE></A>,
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchUp(float, float, int)"><CODE>touchUp(float, float, int)
</CODE></A> and
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchDragged(float, float, int)"><CODE>touchDragged(float, float, int)
</CODE></A> methods. The coordinates passed to an Actor will be in the Actor's coordinate system,
easing the pain of intersection testing. The coordinate system has it's origin at the Actor's rotated and scaled bottom left
corner, with the x-axis pointing to the right and the y-axis pointing to the left.
</p>
<p>
An Actor can be intersection tested via a call this its
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hit(float, float)"><CODE>hit(float, float)
</CODE></A> method. The coordinates given are again in
the Actor's coordinate system.
</p>
<p>
An Actor might render itself when its
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><CODE>draw(SpriteBatch, float)
</CODE></A> method is called. The projection and transform matrices
are setup so that an Actor can simply call the
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, float, float, float, float, float, int, int, int, int, boolean, boolean)"><CODE>SpriteBatch.draw(com.badlogic.gdx.graphics.Texture, float, float, float, float, float, float, float, float, float, int, int, int, int, boolean, boolean)
</CODE></A>
method to render himself. Using a
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/Sprite.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>Sprite
</CODE></A> instance is also an option. An Actor might decide to not render itself at all
or chose another way to render itself. For the later it has to call
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><CODE>SpriteBatch.end()
</CODE></A> first, setup up all render states
needed to render itself, render itself and then call
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><CODE>SpriteBatch.begin()
</CODE></A> again so that the rendering for other Actor's
is undisturbed. You have to know what you do if you want to try this.
</p>
<p>
An Actor can be controlled by
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Action
</CODE></A>s. An Action will modify some of the attributes of an Actor such as its position or
rotation. Actions can be chained and make for rather sophisticated time based behaviour.
<p>
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>mzechner
</DD>
</DL>
<HR>
<P>
<!-- =========== FIELD SUMMARY =========== -->
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<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Field Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
<A HREF="../../../../../com/badlogic/gdx/utils/PooledLinkedList.html" title="class in com.badlogic.gdx.utils">PooledLinkedList
</A><<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A>></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#actions">actions
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#color">color
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#height">height
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#name">name
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#originX">originX
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#originY">originY
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#parent">parent
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#rotation">rotation
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scaleX">scaleX
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scaleY">scaleY
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#stage">stage
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchable">touchable
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#visible">visible
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#width">width
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#x">x
</A></B></CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> float
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#y">y
</A></B></CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
<A NAME="constructor_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="2"><FONT SIZE="+2">
<B>Constructor Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#Actor()">Actor
</A></B>()
</CODE>
<BR>
Creates an actor without a name.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#Actor(java.lang.String)">Actor
</A></B>(java.lang.String
name)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<!-- ========== METHOD SUMMARY =========== -->
<A NAME="method_summary"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
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<B>Method Summary
</B></FONT></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">act
</A></B>(float
delta)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#action(com.badlogic.gdx.scenes.scene2d.Action)">action
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A> action)
</CODE>
<BR>
Adds an
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Action
</CODE></A> to the Actor.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()">clearActions
</A></B>()
</CODE>
<BR>
Clears all actions of this Actor.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>abstract
void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)">draw
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</A> batch,
float
parentAlpha)
</CODE>
<BR>
Draws the Actor.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getStage()">getStage
</A></B>()
</CODE>
<BR>
Returns the stage that this actor is currently in, or null if not in a stage.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>abstract
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hit(float, float)">hit
</A></B>(float
x,
float
y)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isMarkedToRemove()">isMarkedToRemove
</A></B>()
</CODE>
<BR>
States if this actor is to be removed by its parent.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyDown(int)">keyDown
</A></B>(int
keycode)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyTyped(char)">keyTyped
</A></B>(char
character)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#keyUp(int)">keyUp
</A></B>(int
keycode)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#markToRemove(boolean)">markToRemove
</A></B>(boolean
remove)
</CODE>
<BR>
Marks the
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> to be removed by its parent.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()">remove
</A></B>()
</CODE>
<BR>
Removes this actor from the Stage
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scrolled(int)">scrolled
</A></B>(int
amount)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toLocalCoordinates(com.badlogic.gdx.math.Vector2)">toLocalCoordinates
</A></B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</CODE>
<BR>
Transforms the given point in stage coordinates to the Actor's local coordinate system.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> java.lang.String
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toString()">toString
</A></B>()
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchDown(float, float, int)">touchDown
</A></B>(float
x,
float
y,
int
pointer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchDragged(float, float, int)">touchDragged
</A></B>(float
x,
float
y,
int
pointer)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> boolean
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchMoved(float, float)">touchMoved
</A></B>(float
x,
float
y)
</CODE>
<BR>
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE> void
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#touchUp(float, float, int)">touchUp
</A></B>(float
x,
float
y,
int
pointer)
</CODE>
<BR>
</TD>
</TR>
</TABLE>
<A NAME="methods_inherited_from_class_java.lang.Object"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#EEEEFF" CLASS="TableSubHeadingColor">
<TH ALIGN="left"><B>Methods inherited from class java.lang.Object
</B></TH>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
</CODE></TD>
</TR>
</TABLE>
<P>
<!-- ============ FIELD DETAIL =========== -->
<A NAME="field_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Field Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="parent"><!-- --></A><H3>
parent
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group
</A> <B>parent
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="name"><!-- --></A><H3>
name
</H3>
<PRE>
public final java.lang.String
<B>name
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="touchable"><!-- --></A><H3>
touchable
</H3>
<PRE>
public boolean
<B>touchable
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="visible"><!-- --></A><H3>
visible
</H3>
<PRE>
public boolean
<B>visible
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="x"><!-- --></A><H3>
x
</H3>
<PRE>
public float
<B>x
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="y"><!-- --></A><H3>
y
</H3>
<PRE>
public float
<B>y
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="width"><!-- --></A><H3>
width
</H3>
<PRE>
public float
<B>width
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="height"><!-- --></A><H3>
height
</H3>
<PRE>
public float
<B>height
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="originX"><!-- --></A><H3>
originX
</H3>
<PRE>
public float
<B>originX
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="originY"><!-- --></A><H3>
originY
</H3>
<PRE>
public float
<B>originY
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="scaleX"><!-- --></A><H3>
scaleX
</H3>
<PRE>
public float
<B>scaleX
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="scaleY"><!-- --></A><H3>
scaleY
</H3>
<PRE>
public float
<B>scaleY
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="rotation"><!-- --></A><H3>
rotation
</H3>
<PRE>
public float
<B>rotation
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="color"><!-- --></A><H3>
color
</H3>
<PRE>
public final
<A HREF="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color
</A> <B>color
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="actions"><!-- --></A><H3>
actions
</H3>
<PRE>
protected
<A HREF="../../../../../com/badlogic/gdx/utils/PooledLinkedList.html" title="class in com.badlogic.gdx.utils">PooledLinkedList
</A><<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A>> <B>actions
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<HR>
<A NAME="stage"><!-- --></A><H3>
stage
</H3>
<PRE>
protected
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</A> <B>stage
</B></PRE>
<DL>
<DL>
</DL>
</DL>
<!-- ========= CONSTRUCTOR DETAIL ======== -->
<A NAME="constructor_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Constructor Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="Actor()"><!-- --></A><H3>
Actor
</H3>
<PRE>
public
<B>Actor
</B>()
</PRE>
<DL>
<DD>Creates an actor without a name.
<P>
</DL>
<HR>
<A NAME="Actor(java.lang.String)"><!-- --></A><H3>
Actor
</H3>
<PRE>
public
<B>Actor
</B>(java.lang.String
name)
</PRE>
<DL>
</DL>
<!-- ============ METHOD DETAIL ========== -->
<A NAME="method_detail"><!-- --></A>
<TABLE BORDER="1" WIDTH="100%" CELLPADDING="3" CELLSPACING="0" SUMMARY="">
<TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor">
<TH ALIGN="left" COLSPAN="1"><FONT SIZE="+2">
<B>Method Detail
</B></FONT></TH>
</TR>
</TABLE>
<A NAME="draw(com.badlogic.gdx.graphics.g2d.SpriteBatch, float)"><!-- --></A><H3>
draw
</H3>
<PRE>
public abstract void
<B>draw
</B>(
<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch
</A> batch,
float
parentAlpha)
</PRE>
<DL>
<DD>Draws the Actor. The spriteBatch is configured so that the Actor can draw in its parents coordinate system. The parent's
alpha is passed to the method in order for the Actor to multiply it with its own alpha. This will allow
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/actions/FadeIn.html" title="class in com.badlogic.gdx.scenes.scene2d.actions"><CODE>FadeIn
</CODE></A> and
other Actions to have an effect even if they are only set on the parent of the Actor.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>batch
</CODE> - the spritebatch to render with
<DD><CODE>parentAlpha
</CODE> - the parent's alpha value.
</DL>
</DD>
</DL>
<HR>
<A NAME="touchDown(float, float, int)"><!-- --></A><H3>
touchDown
</H3>
<PRE>
public boolean
<B>touchDown
</B>(float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="touchUp(float, float, int)"><!-- --></A><H3>
touchUp
</H3>
<PRE>
public void
<B>touchUp
</B>(float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="touchDragged(float, float, int)"><!-- --></A><H3>
touchDragged
</H3>
<PRE>
public void
<B>touchDragged
</B>(float
x,
float
y,
int
pointer)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="touchMoved(float, float)"><!-- --></A><H3>
touchMoved
</H3>
<PRE>
public boolean
<B>touchMoved
</B>(float
x,
float
y)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="scrolled(int)"><!-- --></A><H3>
scrolled
</H3>
<PRE>
public boolean
<B>scrolled
</B>(int
amount)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="keyDown(int)"><!-- --></A><H3>
keyDown
</H3>
<PRE>
public boolean
<B>keyDown
</B>(int
keycode)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="keyUp(int)"><!-- --></A><H3>
keyUp
</H3>
<PRE>
public boolean
<B>keyUp
</B>(int
keycode)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="keyTyped(char)"><!-- --></A><H3>
keyTyped
</H3>
<PRE>
public boolean
<B>keyTyped
</B>(char
character)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="hit(float, float)"><!-- --></A><H3>
hit
</H3>
<PRE>
public abstract
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor
</A> <B>hit
</B>(float
x,
float
y)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="toLocalCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
toLocalCoordinates
</H3>
<PRE>
public void
<B>toLocalCoordinates
</B>(
<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2
</A> point)
</PRE>
<DL>
<DD>Transforms the given point in stage coordinates to the Actor's local coordinate system.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>point
</CODE> - the point
</DL>
</DD>
</DL>
<HR>
<A NAME="remove()"><!-- --></A><H3>
remove
</H3>
<PRE>
public void
<B>remove
</B>()
</PRE>
<DL>
<DD>Removes this actor from the Stage
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="act(float)"><!-- --></A><H3>
act
</H3>
<PRE>
public void
<B>act
</B>(float
delta)
</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="action(com.badlogic.gdx.scenes.scene2d.Action)"><!-- --></A><H3>
action
</H3>
<PRE>
public void
<B>action
</B>(
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action
</A> action)
</PRE>
<DL>
<DD>Adds an
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Action
</CODE></A> to the Actor. Actions will be automatically performed in the order added to the Actor and will be
removed when they are done.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>action
</CODE> - the action
</DL>
</DD>
</DL>
<HR>
<A NAME="clearActions()"><!-- --></A><H3>
clearActions
</H3>
<PRE>
public void
<B>clearActions
</B>()
</PRE>
<DL>
<DD>Clears all actions of this Actor.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="toString()"><!-- --></A><H3>
toString
</H3>
<PRE>
public java.lang.String
<B>toString
</B>()
</PRE>
<DL>
<DD><DL>
<DT><B>Overrides:
</B><DD><CODE>toString
</CODE> in class
<CODE>java.lang.Object
</CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="markToRemove(boolean)"><!-- --></A><H3>
markToRemove
</H3>
<PRE>
public void
<B>markToRemove
</B>(boolean
remove)
</PRE>
<DL>
<DD>Marks the
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A> to be removed by its parent.
<p>
The actual removal happens in the
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#act(float)"><CODE>Group.act(float)
</CODE></A> method of the parent and after the parent has called
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)"><CODE>act(float)
</CODE></A> on this
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A>.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>remove
</CODE> - whether the parent is supposed to remove this
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>Actor
</CODE></A></DL>
</DD>
</DL>
<HR>
<A NAME="isMarkedToRemove()"><!-- --></A><H3>
isMarkedToRemove
</H3>
<PRE>
public boolean
<B>isMarkedToRemove
</B>()
</PRE>
<DL>
<DD>States if this actor is to be removed by its parent.
<P>
<DD><DL>
<DT><B>Returns:
</B><DD><code>true
</code> when the actor is to be removed or
<code>false
</code> otherwise
</DL>
</DD>
</DL>
<HR>
<A NAME="getStage()"><!-- --></A><H3>
getStage
</H3>
<PRE>
public
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage
</A> <B>getStage
</B>()
</PRE>
<DL>
<DD>Returns the stage that this actor is currently in, or null if not in a stage.
<P>
<DD><DL>
</DL>
</DD>
</DL>
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