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Actor (libgdx API)
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com.badlogic.gdx.scenes.scene2d</FONT>
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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>
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<DL>
<DT><PRE>public class <B>Actor</B><DT>extends java.lang.Object</DL>
</PRE>

<P>
2D scene graph node. An actor has a position, rectangular size, origin, scale, rotation, and color. The position corresponds to
 the unrotated, unscaled bottom left corner of the actor. The position is relative to the actor's parent. The origin is relative
 to the position and is used for scale and rotation.
 <p>
 An actor also has a list of actions that can manipulate the actor over time, and a list of listeners that are notified of
 events the actor receives.
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner, Nathan Sweet</DD>
</DL>
<HR>

<P>

<!-- ======== CONSTRUCTOR SUMMARY ======== -->

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<TR BGCOLOR="white" CLASS="TableRowColor">
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#Actor()">Actor</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<!-- ========== METHOD SUMMARY =========== -->

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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#act(float)">act</A></B>(float&nbsp;delta)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Updates the actor based on time.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addAction(com.badlogic.gdx.scenes.scene2d.Action)">addAction</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&nbsp;action)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addCaptureListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds a listener that is only notified during the capture phase.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#addListener(com.badlogic.gdx.scenes.scene2d.EventListener)">addListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clearActions()">clearActions</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes all actions on this actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin()">clipBegin</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)"><CODE>clipBegin(float, float, float, float)</CODE></A> to clip this actor's bounds.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)">clipBegin</A></B>(float&nbsp;x,
          float&nbsp;y,
          float&nbsp;width,
          float&nbsp;height)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipEnd()">clipEnd</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Ends clipping begun by <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)"><CODE>clipBegin(float, float, float, float)</CODE></A>.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;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>&nbsp;batch,
     float&nbsp;parentAlpha)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Draws the actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)">fire</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A>&nbsp;event)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets this actor as the event <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setTarget(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>target</CODE></A> and propagates the event to this actor and ancestor
 actors as necessary.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getActions()">getActions</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getCaptureListeners()">getCaptureListeners</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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#getColor()">getColor</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the color the actor will be tinted when drawn.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getHeight()">getHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&gt;</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getListeners()">getListeners</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getName()">getName</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginX()">getOriginX</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getOriginY()">getOriginY</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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#getParent()">getParent</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the parent actor, 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>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRight()">getRight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns x plus width.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getRotation()">getRotation</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleX()">getScaleX</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getScaleY()">getScaleY</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;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>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTop()">getTop</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns y plus height.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d">Touchable</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()">getTouchable</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getWidth()">getWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getX()">getX</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;float</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getY()">getY</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getZIndex()">getZIndex</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the z-index of this actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#hasParent()">hasParent</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns true if the actor's parent is not null.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<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, boolean)">hit</A></B>(float&nbsp;x,
    float&nbsp;y,
    boolean&nbsp;touchable)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the deepest actor that contains the specified point and is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><CODE>touchable</CODE></A> and
 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><CODE>visible</CODE></A>, or null if no actor was hit.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isAscendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isAscendantOf</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns true if this actor is the same as or is the ascendant of the specified actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isDescendantOf(com.badlogic.gdx.scenes.scene2d.Actor)">isDescendantOf</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns true if this actor is the same as or is the descendant of the specified actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()">isVisible</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToAscendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)">localToAscendantCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;ascendant,
                            <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;localCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Converts coordinates for this actor to those of a parent actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToParentCoordinates(com.badlogic.gdx.math.Vector2)">localToParentCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;localCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the specified point in the actor's coordinates to be in the parent's coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#localToStageCoordinates(com.badlogic.gdx.math.Vector2)">localToStageCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;localCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the specified point in the actor's coordinates to be in the stage's coordinates.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#notify(com.badlogic.gdx.scenes.scene2d.Event, boolean)">notify</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A>&nbsp;event,
       boolean&nbsp;capture)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Notifies this actor's listeners of the event.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#parentToLocalCoordinates(com.badlogic.gdx.math.Vector2)">parentToLocalCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;parentCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#remove()">remove</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Removes this actor from its parent, if it has a parent.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeAction(com.badlogic.gdx.scenes.scene2d.Action)">removeAction</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&nbsp;action)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeCaptureListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;boolean</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)">removeListener</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#rotate(float)">rotate</A></B>(float&nbsp;amountInDegrees)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds the specified rotation to the current rotation.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float)">scale</A></B>(float&nbsp;scale)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds the specified scale to the current scale.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#scale(float, float)">scale</A></B>(float&nbsp;scaleX,
      float&nbsp;scaleY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds the specified scale to the current scale.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#screenToLocalCoordinates(com.badlogic.gdx.math.Vector2)">screenToLocalCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;screenCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the specified point in screen 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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setBounds(float, float, float, float)">setBounds</A></B>(float&nbsp;x,
          float&nbsp;y,
          float&nbsp;width,
          float&nbsp;height)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Set bounds the x, y, width, and height.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(com.badlogic.gdx.graphics.Color)">setColor</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color</A>&nbsp;color)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setColor(float, float, float, float)">setColor</A></B>(float&nbsp;r,
         float&nbsp;g,
         float&nbsp;b,
         float&nbsp;a)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setHeight(float)">setHeight</A></B>(float&nbsp;height)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setName(java.lang.String)">setName</A></B>(java.lang.String&nbsp;name)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets a name for easier identification of the actor in application code.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOrigin(float, float)">setOrigin</A></B>(float&nbsp;originX,
          float&nbsp;originY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the originx and originy.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginX(float)">setOriginX</A></B>(float&nbsp;originX)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setOriginY(float)">setOriginY</A></B>(float&nbsp;originY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setParent(com.badlogic.gdx.scenes.scene2d.Group)">setParent</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A>&nbsp;parent)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called by the framework when an actor is added to or removed from a group.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setPosition(float, float)">setPosition</A></B>(float&nbsp;x,
            float&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the x and y.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setRotation(float)">setRotation</A></B>(float&nbsp;degrees)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float)">setScale</A></B>(float&nbsp;scale)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the scalex and scaley.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScale(float, float)">setScale</A></B>(float&nbsp;scaleX,
         float&nbsp;scaleY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the scalex and scaley.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleX(float)">setScaleX</A></B>(float&nbsp;scaleX)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setScaleY(float)">setScaleY</A></B>(float&nbsp;scaleY)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setSize(float, float)">setSize</A></B>(float&nbsp;width,
        float&nbsp;height)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the width and height.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>protected &nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setStage(com.badlogic.gdx.scenes.scene2d.Stage)">setStage</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Called by the framework when this actor or any parent is added to a group that is in the stage.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)">setTouchable</A></B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d">Touchable</A>&nbsp;touchable)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Determines how touch events are distributed to this actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setVisible(boolean)">setVisible</A></B>(boolean&nbsp;visible)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;If false, the actor will not be drawn and will not receive touch events.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setWidth(float)">setWidth</A></B>(float&nbsp;width)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setX(float)">setX</A></B>(float&nbsp;x)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setY(float)">setY</A></B>(float&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setZIndex(int)">setZIndex</A></B>(int&nbsp;index)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Sets the z-index of this actor.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#size(float)">size</A></B>(float&nbsp;size)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds the specified size to the current size.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#size(float, float)">size</A></B>(float&nbsp;width,
     float&nbsp;height)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Adds the specified size to the current size.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#stageToLocalCoordinates(com.badlogic.gdx.math.Vector2)">stageToLocalCoordinates</A></B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;stageCoords)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Transforms the specified point in the stage's 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>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toBack()">toBack</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Changes the z-order for this actor so it is in back of all siblings.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toFront()">toFront</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Changes the z-order for this actor so it is in front of all siblings.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#toString()">toString</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#translate(float, float)">translate</A></B>(float&nbsp;x,
          float&nbsp;y)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
</TABLE>
&nbsp;<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>
&nbsp;
<P>

<!-- ========= 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>
</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 void <B>draw</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html" title="class in com.badlogic.gdx.graphics.g2d">SpriteBatch</A>&nbsp;batch,
                 float&nbsp;parentAlpha)</PRE>
<DL>
<DD>Draws the actor. The SpriteBatch is configured to draw in the parent's coordinate system.
 <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float, float, float, float, float, float)"><CODE>This draw method</CODE></A> is convenient to draw a rotated and scaled TextureRegion. <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><CODE>SpriteBatch.begin()</CODE></A> has already been
 called on the SpriteBatch. If <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#end()"><CODE>SpriteBatch.end()</CODE></A> is called to draw without the SpriteBatch then
 <A HREF="../../../../../com/badlogic/gdx/graphics/g2d/SpriteBatch.html#begin()"><CODE>SpriteBatch.begin()</CODE></A> must be called before the method returns.
 <p>
 The default implementation does nothing.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>parentAlpha</CODE> - Should be multipied with the actor's alpha, allowing a parent's alpha to affect all children.</DL>
</DD>
</DL>
<HR>

<A NAME="act(float)"><!-- --></A><H3>
act</H3>
<PRE>
public void <B>act</B>(float&nbsp;delta)</PRE>
<DL>
<DD>Updates the actor based on time. Typically this is called each frame by <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html#act(float)"><CODE>Stage.act(float)</CODE></A>.
 <p>
 The default implementation calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html#act(float)"><CODE>Action.act(float)</CODE></A> on each action and removes actions that are complete.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>delta</CODE> - Time in seconds since the last frame.</DL>
</DD>
</DL>
<HR>

<A NAME="fire(com.badlogic.gdx.scenes.scene2d.Event)"><!-- --></A><H3>
fire</H3>
<PRE>
public boolean <B>fire</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A>&nbsp;event)</PRE>
<DL>
<DD>Sets this actor as the event <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setTarget(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>target</CODE></A> and propagates the event to this actor and ancestor
 actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
 <p>
 Events are fired in 2 phases. The first phase notifies listeners on each actor starting at the root and propagating downward
 to (and including) this actor. The second phase notifes listeners on each actor starting at this actor and, if
 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getBubbles()"><CODE>Event.getBubbles()</CODE></A> is true, propagating upward to the root. If the event is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#stop()"><CODE>stopped</CODE></A> at any time,
 it will not propagate to the next actor.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>true of the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#cancel()"><CODE>cancelled</CODE></A>.</DL>
</DD>
</DL>
<HR>

<A NAME="notify(com.badlogic.gdx.scenes.scene2d.Event, boolean)"><!-- --></A><H3>
notify</H3>
<PRE>
public boolean <B>notify</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html" title="class in com.badlogic.gdx.scenes.scene2d">Event</A>&nbsp;event,
                      boolean&nbsp;capture)</PRE>
<DL>
<DD>Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the listeners,
 this actor is set as the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#getListenerActor()"><CODE>listener actor</CODE></A>. The event <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#setTarget(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>target</CODE></A>
 must be set before calling this method. If this actor is not in the stage, the stage must be set before calling this method.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>capture</CODE> - If true, the capture listeners will be notified instead of the regular listeners.
<DT><B>Returns:</B><DD>true of the event was <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Event.html#cancel()"><CODE>cancelled</CODE></A>.</DL>
</DD>
</DL>
<HR>

<A NAME="hit(float, float, boolean)"><!-- --></A><H3>
hit</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A> <B>hit</B>(float&nbsp;x,
                 float&nbsp;y,
                 boolean&nbsp;touchable)</PRE>
<DL>
<DD>Returns the deepest actor that contains the specified point and is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#getTouchable()"><CODE>touchable</CODE></A> and
 <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#isVisible()"><CODE>visible</CODE></A>, or null if no actor was hit. The point is specified in the actor's local coordinate system (0,0
 is the bottom left of the actor and width,height is the upper right).
 <p>
 This method is used to delegate touchDown events. If this method returns null, touchDown will not occur.
 <p>
 The default implementation returns this actor if the point is within this actor's bounds.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>touchable</CODE> - If true, the hit detection will respect the <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)"><CODE>touchability</CODE></A>.<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d"><CODE>Touchable</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="remove()"><!-- --></A><H3>
remove</H3>
<PRE>
public boolean <B>remove</B>()</PRE>
<DL>
<DD>Removes this actor from its parent, if it has a parent.
<P>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#removeActor(com.badlogic.gdx.scenes.scene2d.Actor)"><CODE>Group.removeActor(Actor)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="addListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
addListener</H3>
<PRE>
public boolean <B>addListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/InputListener.html" title="class in com.badlogic.gdx.scenes.scene2d"><CODE>InputListener</CODE></A>,
<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/ClickListener.html" title="class in com.badlogic.gdx.scenes.scene2d.utils"><CODE>ClickListener</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="removeListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
removeListener</H3>
<PRE>
public boolean <B>removeListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getListeners()"><!-- --></A><H3>
getListeners</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&gt; <B>getListeners</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="addCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
addCaptureListener</H3>
<PRE>
public boolean <B>addCaptureListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD>Adds a listener that is only notified during the capture phase.
<P>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#fire(com.badlogic.gdx.scenes.scene2d.Event)"><CODE>fire(Event)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="removeCaptureListener(com.badlogic.gdx.scenes.scene2d.EventListener)"><!-- --></A><H3>
removeCaptureListener</H3>
<PRE>
public boolean <B>removeCaptureListener</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&nbsp;listener)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getCaptureListeners()"><!-- --></A><H3>
getCaptureListeners</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/EventListener.html" title="interface in com.badlogic.gdx.scenes.scene2d">EventListener</A>&gt; <B>getCaptureListeners</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="addAction(com.badlogic.gdx.scenes.scene2d.Action)"><!-- --></A><H3>
addAction</H3>
<PRE>
public void <B>addAction</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&nbsp;action)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="removeAction(com.badlogic.gdx.scenes.scene2d.Action)"><!-- --></A><H3>
removeAction</H3>
<PRE>
public void <B>removeAction</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&nbsp;action)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getActions()"><!-- --></A><H3>
getActions</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/utils/Array.html" title="class in com.badlogic.gdx.utils">Array</A>&lt;<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Action.html" title="class in com.badlogic.gdx.scenes.scene2d">Action</A>&gt; <B>getActions</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="clearActions()"><!-- --></A><H3>
clearActions</H3>
<PRE>
public void <B>clearActions</B>()</PRE>
<DL>
<DD>Removes all actions on this actor.
<P>
<DD><DL>
</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>
<HR>

<A NAME="setStage(com.badlogic.gdx.scenes.scene2d.Stage)"><!-- --></A><H3>
setStage</H3>
<PRE>
protected void <B>setStage</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Stage.html" title="class in com.badlogic.gdx.scenes.scene2d">Stage</A>&nbsp;stage)</PRE>
<DL>
<DD>Called by the framework when this actor or any parent is added to a group that is in the stage.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>stage</CODE> - May be null if the actor or any parent is no longer in a stage.</DL>
</DD>
</DL>
<HR>

<A NAME="isDescendantOf(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
isDescendantOf</H3>
<PRE>
public boolean <B>isDescendantOf</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD>Returns true if this actor is the same as or is the descendant of the specified actor.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="isAscendantOf(com.badlogic.gdx.scenes.scene2d.Actor)"><!-- --></A><H3>
isAscendantOf</H3>
<PRE>
public boolean <B>isAscendantOf</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;actor)</PRE>
<DL>
<DD>Returns true if this actor is the same as or is the ascendant of the specified actor.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="hasParent()"><!-- --></A><H3>
hasParent</H3>
<PRE>
public boolean <B>hasParent</B>()</PRE>
<DL>
<DD>Returns true if the actor's parent is not null.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getParent()"><!-- --></A><H3>
getParent</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A> <B>getParent</B>()</PRE>
<DL>
<DD>Returns the parent actor, or null if not in a stage.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setParent(com.badlogic.gdx.scenes.scene2d.Group)"><!-- --></A><H3>
setParent</H3>
<PRE>
protected void <B>setParent</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html" title="class in com.badlogic.gdx.scenes.scene2d">Group</A>&nbsp;parent)</PRE>
<DL>
<DD>Called by the framework when an actor is added to or removed from a group.
<P>
<DD><DL>
<DT><B>Parameters:</B><DD><CODE>parent</CODE> - May be null if the actor has been removed from the parent.</DL>
</DD>
</DL>
<HR>

<A NAME="getTouchable()"><!-- --></A><H3>
getTouchable</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d">Touchable</A> <B>getTouchable</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setTouchable(com.badlogic.gdx.scenes.scene2d.Touchable)"><!-- --></A><H3>
setTouchable</H3>
<PRE>
public void <B>setTouchable</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html" title="enum in com.badlogic.gdx.scenes.scene2d">Touchable</A>&nbsp;touchable)</PRE>
<DL>
<DD>Determines how touch events are distributed to this actor. Default is <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Touchable.html#enabled"><CODE>Touchable.enabled</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="isVisible()"><!-- --></A><H3>
isVisible</H3>
<PRE>
public boolean <B>isVisible</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setVisible(boolean)"><!-- --></A><H3>
setVisible</H3>
<PRE>
public void <B>setVisible</B>(boolean&nbsp;visible)</PRE>
<DL>
<DD>If false, the actor will not be drawn and will not receive touch events. Default is true.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getX()"><!-- --></A><H3>
getX</H3>
<PRE>
public float <B>getX</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setX(float)"><!-- --></A><H3>
setX</H3>
<PRE>
public void <B>setX</B>(float&nbsp;x)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getY()"><!-- --></A><H3>
getY</H3>
<PRE>
public float <B>getY</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setY(float)"><!-- --></A><H3>
setY</H3>
<PRE>
public void <B>setY</B>(float&nbsp;y)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setPosition(float, float)"><!-- --></A><H3>
setPosition</H3>
<PRE>
public void <B>setPosition</B>(float&nbsp;x,
                        float&nbsp;y)</PRE>
<DL>
<DD>Sets the x and y.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="translate(float, float)"><!-- --></A><H3>
translate</H3>
<PRE>
public void <B>translate</B>(float&nbsp;x,
                      float&nbsp;y)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getWidth()"><!-- --></A><H3>
getWidth</H3>
<PRE>
public float <B>getWidth</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setWidth(float)"><!-- --></A><H3>
setWidth</H3>
<PRE>
public void <B>setWidth</B>(float&nbsp;width)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getHeight()"><!-- --></A><H3>
getHeight</H3>
<PRE>
public float <B>getHeight</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setHeight(float)"><!-- --></A><H3>
setHeight</H3>
<PRE>
public void <B>setHeight</B>(float&nbsp;height)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getTop()"><!-- --></A><H3>
getTop</H3>
<PRE>
public float <B>getTop</B>()</PRE>
<DL>
<DD>Returns y plus height.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getRight()"><!-- --></A><H3>
getRight</H3>
<PRE>
public float <B>getRight</B>()</PRE>
<DL>
<DD>Returns x plus width.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setSize(float, float)"><!-- --></A><H3>
setSize</H3>
<PRE>
public void <B>setSize</B>(float&nbsp;width,
                    float&nbsp;height)</PRE>
<DL>
<DD>Sets the width and height.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="size(float)"><!-- --></A><H3>
size</H3>
<PRE>
public void <B>size</B>(float&nbsp;size)</PRE>
<DL>
<DD>Adds the specified size to the current size.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="size(float, float)"><!-- --></A><H3>
size</H3>
<PRE>
public void <B>size</B>(float&nbsp;width,
                 float&nbsp;height)</PRE>
<DL>
<DD>Adds the specified size to the current size.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setBounds(float, float, float, float)"><!-- --></A><H3>
setBounds</H3>
<PRE>
public void <B>setBounds</B>(float&nbsp;x,
                      float&nbsp;y,
                      float&nbsp;width,
                      float&nbsp;height)</PRE>
<DL>
<DD>Set bounds the x, y, width, and height.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getOriginX()"><!-- --></A><H3>
getOriginX</H3>
<PRE>
public float <B>getOriginX</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setOriginX(float)"><!-- --></A><H3>
setOriginX</H3>
<PRE>
public void <B>setOriginX</B>(float&nbsp;originX)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getOriginY()"><!-- --></A><H3>
getOriginY</H3>
<PRE>
public float <B>getOriginY</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setOriginY(float)"><!-- --></A><H3>
setOriginY</H3>
<PRE>
public void <B>setOriginY</B>(float&nbsp;originY)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setOrigin(float, float)"><!-- --></A><H3>
setOrigin</H3>
<PRE>
public void <B>setOrigin</B>(float&nbsp;originX,
                      float&nbsp;originY)</PRE>
<DL>
<DD>Sets the originx and originy.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getScaleX()"><!-- --></A><H3>
getScaleX</H3>
<PRE>
public float <B>getScaleX</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setScaleX(float)"><!-- --></A><H3>
setScaleX</H3>
<PRE>
public void <B>setScaleX</B>(float&nbsp;scaleX)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getScaleY()"><!-- --></A><H3>
getScaleY</H3>
<PRE>
public float <B>getScaleY</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setScaleY(float)"><!-- --></A><H3>
setScaleY</H3>
<PRE>
public void <B>setScaleY</B>(float&nbsp;scaleY)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setScale(float)"><!-- --></A><H3>
setScale</H3>
<PRE>
public void <B>setScale</B>(float&nbsp;scale)</PRE>
<DL>
<DD>Sets the scalex and scaley.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setScale(float, float)"><!-- --></A><H3>
setScale</H3>
<PRE>
public void <B>setScale</B>(float&nbsp;scaleX,
                     float&nbsp;scaleY)</PRE>
<DL>
<DD>Sets the scalex and scaley.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="scale(float)"><!-- --></A><H3>
scale</H3>
<PRE>
public void <B>scale</B>(float&nbsp;scale)</PRE>
<DL>
<DD>Adds the specified scale to the current scale.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="scale(float, float)"><!-- --></A><H3>
scale</H3>
<PRE>
public void <B>scale</B>(float&nbsp;scaleX,
                  float&nbsp;scaleY)</PRE>
<DL>
<DD>Adds the specified scale to the current scale.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getRotation()"><!-- --></A><H3>
getRotation</H3>
<PRE>
public float <B>getRotation</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setRotation(float)"><!-- --></A><H3>
setRotation</H3>
<PRE>
public void <B>setRotation</B>(float&nbsp;degrees)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="rotate(float)"><!-- --></A><H3>
rotate</H3>
<PRE>
public void <B>rotate</B>(float&nbsp;amountInDegrees)</PRE>
<DL>
<DD>Adds the specified rotation to the current rotation.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setColor(com.badlogic.gdx.graphics.Color)"><!-- --></A><H3>
setColor</H3>
<PRE>
public void <B>setColor</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color</A>&nbsp;color)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setColor(float, float, float, float)"><!-- --></A><H3>
setColor</H3>
<PRE>
public void <B>setColor</B>(float&nbsp;r,
                     float&nbsp;g,
                     float&nbsp;b,
                     float&nbsp;a)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getColor()"><!-- --></A><H3>
getColor</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/graphics/Color.html" title="class in com.badlogic.gdx.graphics">Color</A> <B>getColor</B>()</PRE>
<DL>
<DD>Returns the color the actor will be tinted when drawn. The returned instance can be modified to change the color.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getName()"><!-- --></A><H3>
getName</H3>
<PRE>
public java.lang.String <B>getName</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setName(java.lang.String)"><!-- --></A><H3>
setName</H3>
<PRE>
public void <B>setName</B>(java.lang.String&nbsp;name)</PRE>
<DL>
<DD>Sets a name for easier identification of the actor in application code.
<P>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#findActor(java.lang.String)"><CODE>Group.findActor(String)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="toFront()"><!-- --></A><H3>
toFront</H3>
<PRE>
public void <B>toFront</B>()</PRE>
<DL>
<DD>Changes the z-order for this actor so it is in front of all siblings.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="toBack()"><!-- --></A><H3>
toBack</H3>
<PRE>
public void <B>toBack</B>()</PRE>
<DL>
<DD>Changes the z-order for this actor so it is in back of all siblings.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="setZIndex(int)"><!-- --></A><H3>
setZIndex</H3>
<PRE>
public void <B>setZIndex</B>(int&nbsp;index)</PRE>
<DL>
<DD>Sets the z-index of this actor. The z-index is the index into the parent's <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Group.html#getChildren()"><CODE>children</CODE></A>, where a
 lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front.
 Setting a z-index less than zero is invalid.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getZIndex()"><!-- --></A><H3>
getZIndex</H3>
<PRE>
public int <B>getZIndex</B>()</PRE>
<DL>
<DD>Returns the z-index of this actor.
<P>
<DD><DL>
<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#setZIndex(int)"><CODE>setZIndex(int)</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="clipBegin()"><!-- --></A><H3>
clipBegin</H3>
<PRE>
public boolean <B>clipBegin</B>()</PRE>
<DL>
<DD>Calls <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)"><CODE>clipBegin(float, float, float, float)</CODE></A> to clip this actor's bounds.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="clipBegin(float, float, float, float)"><!-- --></A><H3>
clipBegin</H3>
<PRE>
public boolean <B>clipBegin</B>(float&nbsp;x,
                         float&nbsp;y,
                         float&nbsp;width,
                         float&nbsp;height)</PRE>
<DL>
<DD>Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The
 transform matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call
 to <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipEnd()"><CODE>clipEnd()</CODE></A> if true is returned.
<P>
<DD><DL>

<DT><B>Returns:</B><DD>false if the clipping area is zero and no drawing should occur.<DT><B>See Also:</B><DD><A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/utils/ScissorStack.html" title="class in com.badlogic.gdx.scenes.scene2d.utils"><CODE>ScissorStack</CODE></A></DL>
</DD>
</DL>
<HR>

<A NAME="clipEnd()"><!-- --></A><H3>
clipEnd</H3>
<PRE>
public void <B>clipEnd</B>()</PRE>
<DL>
<DD>Ends clipping begun by <A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html#clipBegin(float, float, float, float)"><CODE>clipBegin(float, float, float, float)</CODE></A>.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="screenToLocalCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
screenToLocalCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>screenToLocalCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;screenCoords)</PRE>
<DL>
<DD>Transforms the specified point in screen coordinates to the actor's local coordinate system.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="stageToLocalCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
stageToLocalCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>stageToLocalCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;stageCoords)</PRE>
<DL>
<DD>Transforms the specified point in the stage's coordinates to the actor's local coordinate system.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="localToStageCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
localToStageCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localToStageCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;localCoords)</PRE>
<DL>
<DD>Transforms the specified point in the actor's coordinates to be in the stage's coordinates. Note this method will ONLY work
 for screen aligned, unrotated, unscaled actors!
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="localToParentCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
localToParentCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localToParentCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;localCoords)</PRE>
<DL>
<DD>Transforms the specified point in the actor's coordinates to be in the parent's coordinates. Note this method will ONLY work
 for screen aligned, unrotated, unscaled actors!
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="localToAscendantCoordinates(com.badlogic.gdx.scenes.scene2d.Actor, com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
localToAscendantCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>localToAscendantCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/scenes/scene2d/Actor.html" title="class in com.badlogic.gdx.scenes.scene2d">Actor</A>&nbsp;ascendant,
                                           <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;localCoords)</PRE>
<DL>
<DD>Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="parentToLocalCoordinates(com.badlogic.gdx.math.Vector2)"><!-- --></A><H3>
parentToLocalCoordinates</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A> <B>parentToLocalCoordinates</B>(<A HREF="../../../../../com/badlogic/gdx/math/Vector2.html" title="class in com.badlogic.gdx.math">Vector2</A>&nbsp;parentCoords)</PRE>
<DL>
<DD>Converts the coordinates given in the parent's coordinate system to this actor's coordinate system.
<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>
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