Package | org.flixel |
Class | public class FlxButton |
Inheritance | FlxButton ![]() ![]() ![]() ![]() |
Property | Defined By | ||
---|---|---|---|
![]() | acceleration : FlxPoint
How fast the speed of this object is changing. | FlxObject | |
![]() | active : Boolean
Controls whether update() is automatically called by FlxState/FlxGroup. | FlxBasic | |
![]() | _ACTIVECOUNT : uint [static] | FlxBasic | |
![]() | alive : Boolean
Useful state for many game objects - "dead" (!alive) vs alive. | FlxBasic | |
![]() | allowCollisions : uint
Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. | FlxObject | |
![]() | alpha : Number
Set alpha to a number between 0 and 1 to change the opacity of the sprite. | FlxSprite | |
![]() | angle : Number
Set the angle of a sprite to rotate it. | FlxObject | |
![]() | angularAcceleration : Number
How fast the spin speed should change. | FlxObject | |
![]() | angularDrag : Number
Like drag but for spinning. | FlxObject | |
![]() | angularVelocity : Number
This is how fast you want this sprite to spin. | FlxObject | |
![]() | antialiasing : Boolean
Controls whether the object is smoothed when rotated, affects performance. | FlxSprite | |
![]() | blend : String
Blending modes, just like Photoshop!
E.g. | FlxSprite | |
![]() | cameras : Array | FlxSprite | |
![]() | color : uint
Set color to a number in this format: 0xRRGGBB. | FlxSprite | |
![]() | dirty : Boolean
Set this flag to true to force the sprite to update during the draw() call. | FlxSprite | |
![]() | drag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied
when acceleration is not affecting the sprite. | FlxObject | |
![]() | elasticity : Number | FlxObject | |
![]() | exists : Boolean
Controls whether update() and draw() are automatically called by FlxState/FlxGroup. | FlxBasic | |
![]() | facing : uint
Set facing using FlxSprite.LEFT,RIGHT,
UP, and DOWN to take advantage of
flipped sprites and/or just track player orientation more easily. | FlxSprite | |
![]() | finished : Boolean
Whether the current animation has finished its first (or only) loop. | FlxSprite | |
![]() | flickering : Boolean [read-only]
Check to see if the object is still flickering. | FlxObject | |
![]() | frame : uint
Tell the sprite to change to a specific frame of animation. | FlxSprite | |
![]() | frameHeight : uint
The height of the actual graphic or image being displayed (not necessarily the game object/bounding box). | FlxSprite | |
![]() | frames : uint
The total number of frames in this image (assumes each row is full). | FlxSprite | |
![]() | frameWidth : uint
The width of the actual graphic or image being displayed (not necessarily the game object/bounding box). | FlxSprite | |
![]() | health : Number
Handy for storing health percentage or armor points or whatever. | FlxObject | |
![]() | height : Number | FlxObject | |
HIGHLIGHT : uint = 1 [static] | FlxButton | ||
![]() | ID : int
IDs seem like they could be pretty useful, huh?
| FlxBasic | |
![]() | immovable : Boolean
Whether an object will move/alter position after a collision. | FlxObject | |
label : FlxText
The text that appears on the button. | FlxButton | ||
labelOffset : FlxPoint
Controls the offset (from top left) of the text from the button. | FlxButton | ||
![]() | last : FlxPoint | FlxObject | |
![]() | mass : Number | FlxObject | |
![]() | maxAngular : Number
Use in conjunction with angularAcceleration for fluid spin speed control. | FlxObject | |
![]() | maxVelocity : FlxPoint
If you are using acceleration, you can use maxVelocity with it
to cap the speed automatically (very useful!). | FlxObject | |
![]() | moves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). | FlxObject | |
NORMAL : uint = 0 [static] | FlxButton | ||
![]() | offset : FlxPoint
If you changed the size of your sprite object to shrink the bounding box,
you might need to offset the new bounding box from the top-left corner of the sprite. | FlxSprite | |
on : Boolean
Use this to toggle checkbox-style behavior. | FlxButton | ||
![]() | origin : FlxPoint
WARNING: The origin of the sprite will default to its center. | FlxSprite | |
pauseProof : Boolean
Set this to true if you want this button to function even while the game is paused. | FlxButton | ||
![]() | pixels : BitmapData
Set pixels to any BitmapData object. | FlxSprite | |
PRESSED : uint = 2 [static] | FlxButton | ||
![]() | scale : FlxPoint
Change the size of your sprite's graphic. | FlxSprite | |
![]() | scrollFactor : FlxPoint
A point that can store numbers from 0 to 1 (for X and Y independently)
that governs how much this object is affected by the camera subsystem. | FlxObject | |
![]() | solid : Boolean | FlxObject | |
![]() | touching : uint
Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts and collision qualities. | FlxObject | |
![]() | velocity : FlxPoint
The basic speed of this object. | FlxObject | |
![]() | visible : Boolean
Controls whether draw() is automatically called by FlxState/FlxGroup. | FlxBasic | |
![]() | _VISIBLECOUNT : uint [static] | FlxBasic | |
![]() | wasTouching : uint | FlxObject | |
![]() | width : Number | FlxObject | |
![]() | x : Number | FlxObject | |
![]() | y : Number | FlxObject |
Property | Defined By | ||
---|---|---|---|
![]() | _alpha : Number | FlxSprite | |
![]() | _animations : Array | FlxSprite | |
![]() | _bakedRotation : Number | FlxSprite | |
![]() | _caf : uint | FlxSprite | |
![]() | _callback : Function | FlxSprite | |
![]() | _color : uint | FlxSprite | |
![]() | _ct : ColorTransform | FlxSprite | |
![]() | _curAnim : FlxAnim | FlxSprite | |
![]() | _curFrame : uint | FlxSprite | |
![]() | _facing : uint | FlxSprite | |
![]() | _flashPoint : Point | FlxSprite | |
![]() | _flashPointZero : Point | FlxSprite | |
![]() | _flashRect : Rectangle | FlxSprite | |
![]() | _flashRect2 : Rectangle | FlxSprite | |
![]() | _flicker : Boolean
Internal helper used for retro-style flickering. | FlxObject | |
![]() | _flickerTimer : Number
Internal helper used for retro-style flickering. | FlxObject | |
![]() | _flipped : uint | FlxSprite | |
![]() | _framePixels : BitmapData | FlxSprite | |
![]() | _frameTimer : Number | FlxSprite | |
![]() | _gfx : Graphics [static] | FlxSprite | |
![]() | _gfxSprite : Sprite [static] | FlxSprite | |
![]() | ImgDefault : Class | FlxSprite | |
ImgDefaultButton : Class | FlxButton | ||
_initialized : Boolean
Whether or not the button has initialized itself yet. | FlxButton | ||
![]() | _mtx : Matrix | FlxSprite | |
_onClick : Function
This function is called when the button is clicked. | FlxButton | ||
_onToggle : Boolean
Used for checkbox-style behavior. | FlxButton | ||
![]() | _pixels : BitmapData | FlxSprite | |
![]() | _point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
| FlxObject | |
_pressed : Boolean
Tracks whether or not the button is currently pressed. | FlxButton | ||
![]() | _rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject | |
_status : uint
Shows the current state of the button. | FlxButton |
Method | Defined By | ||
---|---|---|---|
FlxButton(X:int, Y:int, Callback:Function, Label:String = null)
Creates a new FlxButton object with a gray background
and a callback function on the UI thread. | FlxButton | ||
![]() | addAnimation(Name:String, Frames:Array, FrameRate:Number = 0, Looped:Boolean = true):void
Adds a new animation to the sprite. | FlxSprite | |
![]() | addAnimationCallback(AnimationCallback:Function):void
Pass in a function to be called whenever this sprite's animation changes. | FlxSprite | |
![]() | corner():void | FlxSprite | |
destroy():void [override]
Called by the game state when state is changed (if this object belongs to the state)
| FlxButton | ||
draw():void [override] | FlxButton | ||
![]() | drawFrame(Force:Boolean = false):void
Request (or force) that the sprite update the frame before rendering. | FlxSprite | |
![]() | drawLine(StartX:Number, StartY:Number, EndX:Number, EndY:Number, Color:uint, Thickness:uint = 1):void
This function draws a line on this sprite from position X1,Y1
to position X2,Y2 with the specified color. | FlxSprite | |
![]() | fill(Color:uint):void
Fills this sprite's graphic with a specific color. | FlxSprite | |
![]() | flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style. | FlxObject | |
![]() | FlxObject | ||
![]() | [override]
Call this function to figure out the on-screen position of the object. | FlxSprite | |
![]() | hurt(Damage:Number):void
Reduces the "health" variable of this sprite by the amount specified in Damage. | FlxSprite | |
![]() | isTouching(Direction:uint):Boolean | FlxObject | |
![]() | justTouched(Direction:uint):Boolean | FlxObject | |
![]() | kill():void | FlxBasic | |
![]() | loadGraphic(Graphic:Class, Animated:Boolean = false, Reverse:Boolean = false, Width:uint = 0, Height:uint = 0, Unique:Boolean = false):FlxSprite
Load an image from an embedded graphic file. | FlxSprite | |
![]() | loadRotatedGraphic(Graphic:Class, Rotations:uint = 16, Frame:int = -1, AntiAliasing:Boolean = false, AutoBuffer:Boolean = false):FlxSprite
Create a pre-rotated sprite sheet from a simple sprite. | FlxSprite | |
![]() | makeGraphic(Width:uint, Height:uint, Color:uint = 0xffffffff, Unique:Boolean = false, Key:String = null):FlxSprite
This function creates a flat colored square image dynamically. | FlxSprite | |
![]() | onEmit():void
Triggered whenever this sprite is launched by a FlxEmitter. | FlxSprite | |
![]() | [override]
Check and see if this object is currently on screen. | FlxSprite | |
![]() |
Checks to see if some FlxObject overlaps this FlxObject object in world space. | FlxObject | |
![]() | overlapsPoint(X:Number, Y:Number, Camera:FlxCamera = null, PerPixel:Boolean = false):Boolean [override]
Checks to see if a point in 2D world space overlaps this FlxCore object. | FlxSprite | |
![]() | play(AnimName:String, Force:Boolean = false):void
Plays an existing animation (e.g. | FlxSprite | |
![]() | postUpdate():void [override] | FlxSprite | |
preUpdate():void [override] | FlxButton | ||
![]() | randomFrame():void
Tell the sprite to change to a random frame of animation
Useful for instantiating particles or other weird things. | FlxSprite | |
![]() | reset(X:Number, Y:Number):void
Handy function for reviving game objects. | FlxObject | |
![]() | revive():void | FlxBasic | |
![]() | [static] | FlxObject | |
![]() | [static] | FlxObject | |
![]() | [static] | FlxObject | |
![]() |
This function draws or stamps one FlxSprite onto another. | FlxSprite | |
![]() | toString():String
Convert object to readable string name. | FlxBasic | |
update():void [override]
Called by the game loop automatically, handles mouseover and click detection. | FlxButton |
Method | Defined By | ||
---|---|---|---|
![]() | calcFrame():void
Internal function to update the current animation frame. | FlxSprite | |
onMouseUp(event:MouseEvent):void
Internal function for handling the actual callback call (for UI thread dependent calls like FlxU.openURL()). | FlxButton | ||
resetHelpers():void [override]
Attempting to update the size of the text field to match the button. | FlxButton | ||
![]() | updateAnimation():void
Internal function for updating the sprite's animation. | FlxSprite | |
updateButton():void
Basic button update logic
| FlxButton | ||
![]() | updateMotion():void
Internal function for updating the position and speed of this object. | FlxObject |
_initialized | property |
protected var _initialized:Boolean
Whether or not the button has initialized itself yet.
_onClick | property |
protected var _onClick:Function
This function is called when the button is clicked.
_onToggle | property |
protected var _onToggle:Boolean
Used for checkbox-style behavior.
_pressed | property |
protected var _pressed:Boolean
Tracks whether or not the button is currently pressed.
_status | property |
protected var _status:uint
Shows the current state of the button.
HIGHLIGHT | property |
public static var HIGHLIGHT:uint = 1
ImgDefaultButton | property |
protected var ImgDefaultButton:Class
label | property |
public var label:FlxText
The text that appears on the button.
labelOffset | property |
public var labelOffset:FlxPoint
Controls the offset (from top left) of the text from the button.
NORMAL | property |
public static var NORMAL:uint = 0
on | property |
on:Boolean
Use this to toggle checkbox-style behavior.
public function get on():Boolean
public function set on(value:Boolean):void
pauseProof | property |
public var pauseProof:Boolean
Set this to true if you want this button to function even while the game is paused.
PRESSED | property |
public static var PRESSED:uint = 2
FlxButton | () | Constructor |
public function FlxButton(X:int, Y:int, Callback:Function, Label:String = null)
Creates a new FlxButton
object with a gray background
and a callback function on the UI thread.
X:int — The X position of the button.
| |
Y:int — The Y position of the button.
| |
Callback:Function — The function to call whenever the button is clicked.
| |
Label:String (default = null ) — The text that you want to appear on the button.
|
destroy | () | method |
override public function destroy():void
Called by the game state when state is changed (if this object belongs to the state)
draw | () | method |
override public function draw():void
onMouseUp | () | method |
protected function onMouseUp(event:MouseEvent):void
Internal function for handling the actual callback call (for UI thread dependent calls like FlxU.openURL()
).
Parameters
event:MouseEvent |
preUpdate | () | method |
override public function preUpdate():void
resetHelpers | () | method |
override protected function resetHelpers():void
Attempting to update the size of the text field to match the button.
update | () | method |
override public function update():void
Called by the game loop automatically, handles mouseover and click detection.
updateButton | () | method |
protected function updateButton():void
Basic button update logic