*tit Actor object
*des The Actor object allows you to access the properties of your actors. Actor objects are created  by loading an actor definition file using the Game.LoadActor or Scene.LoadActor methods.

*inc inc_adobject_methods_2D.inc

*grp Actions

*met GoTo(X, Y)
*mt2 GoToAsync(X, Y)
*des Makes the actor walk to a given point.
*par X The X coordinate of the target walking point
*par Y The Y coordinate of the target walking point
*rem The GoTo method blocks the script execution until the walking is over, while the GoToAsync method returns immediately.

*met GoToObject(Entity)
*mt2 GoToObjectAsync(Entity)
*des Makes the actor walk to a specified entity.
*par Entity The entity object the actor should walk and turn to
*rem This method utilizes the WalkToX, WalkToY and WalkToDirection properties of the target entity. They can be set directly in SceneEdit.


*met TurnTo(Direction)
*mt2 TurnTo(Object)
*mt2 TurnToAsync(Direction)
*mt2 TurnToAsync(Object)
*des Makes actor turn to the given direction or to a given object.
*par Direction The direction to turn to
*par Object The object to turn to
*rem The TurnTo method blocks the script execution until the turning is over, while the TurnToAsync method returns immediately. The direction can be one of the following constants: DI_UP, DI_UPRIGHT, DI_RIGHT, DI_DOWNRIGHT, DI_DOWN, DI_DOWNLEFT, DI_LEFT or DI_UPLEFT (those equal to numbers 0 to 7).

*met IsWalking()
*des Queries whether the actor is currently walking.
*ret Returns <b>true</b> if the actor is walking.


*met SetSprite(Filename)
*des Sets the sprite to be used instead of actor's standing animations.
*par Filename The filename of the sprite file to be used.
*ret If the method succeeds, the return value is <b>true</b>.
*rem Use <b>null</b> as a parameter to reset the default behaviour.

*met GetSprite()
*des Queries a sprite set by SetSprite().
*ret Returns filename of the currently assigned sprite or <b>null</b>.

*met GetSpriteObject()
*des Queries a sprite set by SetSprite().
*ret Returns a reference to the currently assigned sprite object or <b>null</b>.

*inc inc_inventory.inc 

*inc inc_object_cursor.inc
*inc inc_object_script.inc
*inc inc_object_sound.inc
*inc inc_object_events.inc
*inc inc_object_misc.inc

*grp 

*atr Type
*des Returns always "actor"
*ro

*atr Direction
*des The direction the actor is currently facing

*inc inc_adobject_attr.inc 
*inc inc_object_attr_2D.inc
