MoveTo/MoveBy
Moving actions are super useful for creating patrolling behavior, and are often paired with repeat or repeatForever
MoveTo
This method will move an actor to the specified x and y world position at the speed specified (in pixels per second) and return back the actor. This method is part of the actor 'Action' fluent API allowing action chaining.
typescript
const actor = new ex.Actor({...});// move in a square at 200 pixels/second// Actor will move exactly to those world coordinatesactor.actions.moveTo(ex.vec(100, 0), 200).moveTo(ex.vec(100, 100), 200).moveTo(ex.vec(0, 100), 200).moveTo(ex.vec(0, 0), 200);
typescript
const actor = new ex.Actor({...});// move in a square at 200 pixels/second// Actor will move exactly to those world coordinatesactor.actions.moveTo(ex.vec(100, 0), 200).moveTo(ex.vec(100, 100), 200).moveTo(ex.vec(0, 100), 200).moveTo(ex.vec(0, 0), 200);
MoveBy
This method will move an actor by the specified x offset and y offset from the Actor's current position, at a certain speed. This method is part of the actor 'Action' fluent API allowing action chaining.
typescript
const actor = new ex.Actor({pos: ex.vec(200, 200),})// move in a square at 200 pixels/second// Actor will move relative to it's current (200, 200) positionactor.actions.moveBy(ex.vec(100, 0), 200).moveBy(ex.vec(100, 100), 200).moveBy(ex.vec(0, 100), 200).moveBy(ex.vec(0, 0), 200)
typescript
const actor = new ex.Actor({pos: ex.vec(200, 200),})// move in a square at 200 pixels/second// Actor will move relative to it's current (200, 200) positionactor.actions.moveBy(ex.vec(100, 0), 200).moveBy(ex.vec(100, 100), 200).moveBy(ex.vec(0, 100), 200).moveBy(ex.vec(0, 0), 200)