API reference
Every public class, method, and event in @codexo/exojs. Generated from source.
classContainer
Scene-graph node that owns child RenderNodes. Renders its subtree in document order with local `zIndex` ordering resolved inside the internal render plan at playback time. Bounds aggregate the local bounds + every visible child's bounds, so `container.getBounds()` always returns the smallest axis-aligned rectangle containing the subtree. Width/height accessors derive from the bounds (× `scale`) and writing to them rescales `scale` to fit. Adding a child re-parents it: the previous parent is detached automatically. Removing a child cascades bounds invalidation up the ancestor chain so further-up containers also rebuild on next read. Subclassed by Sprite, Mesh, Graphics, Text, etc. — the base `Container` is a non-drawing grouping node.
import { Container } from '@codexo/exojs' Scene-graph node that owns child RenderNodes. Renders its subtree in document order with local `zIndex` ordering resolved inside the internal render plan at playback time.
Bounds aggregate the local bounds + every visible child's bounds, so `container.getBounds()` always returns the smallest axis-aligned rectangle containing the subtree. Width/height accessors derive from the bounds (× `scale`) and writing to them rescales `scale` to fit.
Adding a child re-parents it: the previous parent is detached automatically. Removing a child cascades bounds invalidation up the ancestor chain so further-up containers also rebuild on next read.
Subclassed by Sprite, Mesh, Graphics, Text, etc. — the base `Container` is a non-drawing grouping node.
new(): Container _invalidateBoundsCascade(): void _invalidateChildrenTransform(): void _invalidateSubtreeTransform(): void addChild(children: RenderNode[]): this addChildAt(child: RenderNode, index: number): this addFilter(filter: Filter): this clearFilters(): this collidesWith(target: Collidable): CollisionResponse | null contains(x: number, y: number): boolean destroy(): void getBounds(): Rectangle getChildAt(index: number): RenderNode getChildIndex(child: RenderNode): number getGlobalTransform(): Matrix getLocalBounds(): Rectangle getNormals(): Vector[] getTransform(): Matrix intersectsWith(target: Collidable): boolean invalidateCache(): this inView(view: View): boolean move(x: number, y: number): this project(axis: Vector, result: Interval): Interval removeChild(child: RenderNode): this removeChildAt(index: number): this removeChildren(begin: number, end: number): this removeFilter(filter: Filter): this render(backend: RenderBackend): this rotate(degrees: number): this setAnchor(x: number, y: number): this setChildIndex(child: RenderNode, index: number): this setOrigin(x: number, y: number): this setPosition(x: number, y: number): this setRotation(degrees: number): this setScale(x: number, y: number): this setSkew(x: number, y: number): this swapChildren(firstChild: RenderNode, secondChild: RenderNode): this updateBounds(): this updateParentTransform(): this updateTransform(): this setInternalSpriteFactory(factory: object | null): void clip: boolean clipShape: Rectangle | Geometry | null collisionType: CollisionType cursor: string | null draggable: boolean flags: Flags<SceneNodeTransformFlags> preserveDrawOrder: boolean anchor: ObservableVector bottom: number cacheAsBitmap: boolean children: RenderNode[] cullable: boolean filters: readonly Filter[] height: number interactive: boolean isAlignedBox: boolean left: number mask: MaskSource origin: ObservableVector parent: Container | null position: ObservableVector right: number rotation: number scale: ObservableVector skewX: number skewY: number top: number visible: boolean width: number x: number y: number zIndex: number onDrag: Signal<[InteractionEvent]> onDragEnd: Signal<[InteractionEvent]> onDragStart: Signal<[InteractionEvent]> onPointerDown: Signal<[InteractionEvent]> onPointerMove: Signal<[InteractionEvent]> onPointerOut: Signal<[InteractionEvent]> onPointerOver: Signal<[InteractionEvent]> onPointerTap: Signal<[InteractionEvent]> onPointerUp: Signal<[InteractionEvent]>