The alpha opacity of the Node.
Autosize mode
Margin around the Node's bounds for preloading
Clipping Mode
Enable Clipping Mode when you want to prevent the drawing of a Node and its descendants from overflowing outside of the Node's x/y/width/height bounds.
For WebGL, clipping is implemented using the high-performance WebGL operation scissor. As a consequence, clipping does not work for non-rectangular areas. So, if the element is rotated (by itself or by any of its ancestors), clipping will not work as intended.
TODO: Add support for non-rectangular clipping either automatically or via Render-To-Texture.
The color of the Node.
The color value is a number in the format 0xRRGGBBAA, where RR is the red component, GG is the green component, BB is the blue component, and AA is the alpha component.
Gradient colors may be set by setting the different color sub-properties: colorTop, colorBottom, colorLeft, colorRight, colorTl, colorTr, colorBr, colorBl accordingly.
The color of the bottom-left corner of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
The color of the bottom edge of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
The color of the bottom-right corner of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
The color of the left edge of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
The color of the right edge of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
The color of the top-left corner of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
The color of the top edge of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
The color of the top-right corner of the Node for gradient rendering.
See color for more information about color values and gradient rendering.
Optional
dataNode data element for custom data storage (optional)
This property is used to store custom data on the Node as a key/value data store. Data values are limited to string, numbers, booleans. Strings will be truncated to a 2048 character limit for performance reasons.
This is not a data storage mechanism for large amounts of data please use a dedicated data storage mechanism for that.
The custom data will be reflected in the inspector as part of data-*
attributes
Font Family
Font Size
The font size to use when looking up the font face.
The font size is specified in pixels and is the height of the font's em-square. The em-square is essentially the height of the capital letters for the font. The actual height of the text can be larger than the specified font size, as the font may have ascenders and descenders that extend beyond the em-square.
Font Style
The height of the Node.
Optional
imageImage Type to explicitly set the image type that is being loaded
This property must be used with a src
that points at an image. In some cases
the extension doesn't provide a reliable representation of the image type. In such
cases set the ImageType explicitly.
regular
is used for normal images such as png, jpg, etc
compressed
is used for ETC1/ETC2 compressed images with a PVR or KTX container
svg
is used for scalable vector graphics
Optional
interactiveMark the node as interactive so we can perform hit tests on it when pointer events are registered.
Letter spacing for text (in pixels)
Line height for text (in pixels)
Max lines for text
Combined position of the Node's Mount Point
The value can be any number between 0.0
and 1.0
:
0.0
defines the Mount Point at the top-left corner of the Node.0.5
defines it at the center of the Node.1.0
defines it at the bottom-right corner of the node.Use the mountX and mountY props seperately for more control of the Mount Point.
When assigned, the same value is also passed to both the mountX and mountY props.
X position of the Node's Mount Point
Y position of the Node's Mount Point
Vertical offset for text
Overflow Suffix for text
Combined position of the Node's Pivot Point
The value can be any number between 0.0
and 1.0
:
0.0
defines the Pivot Point at the top-left corner of the Node.0.5
defines it at the center of the Node.1.0
defines it at the bottom-right corner of the node.Use the pivotX and pivotY props seperately for more control of the Pivot Point.
When assigned, the same value is also passed to both the pivotX and pivotY props.
X position of the Node's Pivot Point
Y position of the Node's Pivot Point
Rotation of the Node (in Radians)
Sets the amount to rotate the Node by around it's Pivot Point (defined by the pivot props). Positive values rotate the Node clockwise, while negative values rotate it counter-clockwise.
Example values:
-Math.PI / 2
: 90 degree rotation counter-clockwise0
: No rotationMath.PI / 2
: 90 degree rotation clockwiseMath.PI
: 180 degree rotation clockwise3 * Math.PI / 2
: 270 degree rotation clockwise2 * Math.PI
: 360 rotation clockwiseWhether the Node is rendered to a texture
Scale to render the Node at
The scale value multiplies the provided width and height of the Node around the Node's Pivot Point (defined by the pivot props).
Behind the scenes, setting this property sets both the scaleX and scaleY props to the same value.
NOTE: When the scaleX and scaleY props are explicitly set to different values,
this property returns null
. Setting null
on this property will have no
effect.
Scale to render the Node at (X-Axis)
The scaleX value multiplies the provided width of the Node around the Node's Pivot Point (defined by the pivot props).
Scale to render the Node at (Y-Axis)
The scaleY value multiplies the provided height of the Node around the Node's Pivot Point (defined by the pivot props).
The Node's shader
The shader
defines a Shader used to draw the Node. By default,
the Default Shader is used which simply draws the defined texture
or color(s) within the Node without any special effects.
To create a Shader in order to set it on this property, call RendererMain.createShader.
Note: If this is a Text Node, the Shader will be managed by the Node's TextRenderer and should not be set explicitly.
Image URL
When set, the Node's texture is automatically set to an ImageTexture using the source image URL provided (with all other settings being defaults)
Optional
srcThe height of the rectangle from which the Image Texture will be extracted. This value can be negative. If not provided, the image's source natural height will be used.
Optional
srcShe width of the rectangle from which the Image Texture will be extracted. This value can be negative. If not provided, the image's source natural width will be used.
Optional
srcXThe x coordinate of the reference point of the rectangle from which the Texture
will be extracted. width
and height
are provided. And only works when
createImageBitmap is available. Only works when createImageBitmap is supported on the browser.
Optional
srcYThe y coordinate of the reference point of the rectangle from which the Texture
will be extracted. Only used when source srcWidth
width and srcHeight
height
are provided. Only works when createImageBitmap is supported on the browser.
Text to display
Text alignment
Baseline for text
Optional
textForce Text Node to use a specific Text Renderer
The Node's Texture.
The texture
defines a rasterized image that is contained within the
width and height dimensions of the Node. If null, the
Node will use an opaque white ColorTexture when being drawn, which
essentially enables colors (including gradients) to be drawn.
If set, by default, the texture will be drawn, as is, stretched to the dimensions of the Node. This behavior can be modified by setting the TBD and TBD properties.
To create a Texture in order to set it on this property, call RendererMain.createTexture.
If the src is set on a Node, the Node will use the ImageTexture by default and the Node will simply load the image at the specified URL.
Note: If this is a Text Node, the Texture will be managed by the Node's TextRenderer and should not be set explicitly.
Options to associate with the Node's Texture
Vertical Align for text when lineHeight > fontSize
The width of the Node.
Word Break for text
This property sets how words should break when reaching the end of a line.
'normal'
: Use the default line break rule.'break-all'
: To prevent overflow, word breaks should happen between any two characters.'break-word'
: To prevent overflow, word breaks should happen between words. If words are too long word breaks happen between any two characters.The x coordinate of the Node's Mount Point.
The y coordinate of the Node's Mount Point.
The Node's z-index.
Properties used to create a new Text Node