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 | |
![]() | 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 | |
callback : Function | FlxTile | ||
![]() | 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 | |
![]() | flickering : Boolean [read-only]
Check to see if the object is still flickering. | FlxObject | |
![]() | health : Number
Handy for storing health percentage or armor points or whatever. | FlxObject | |
![]() | height : Number | FlxObject | |
![]() | 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 | |
![]() | 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 | |
![]() | 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 |
Method | Defined By | ||
---|---|---|---|
FlxTile(Width:Number = 0, Height:Number = 0) | FlxTile | ||
destroy():void [override] | FlxTile | ||
![]() | draw():void
Override this function to control how the object is drawn. | FlxBasic | |
![]() | flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style. | FlxObject | |
![]() | FlxObject | ||
![]() |
Call this function to figure out the on-screen position of the object. | FlxObject | |
![]() | isTouching(Direction:uint):Boolean | FlxObject | |
![]() | justTouched(Direction:uint):Boolean | FlxObject | |
![]() | kill():void | FlxBasic | |
![]() | [override]
Check and see if this object is currently on screen. | FlxObject | |
![]() |
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
Checks to see if a point in 2D world space overlaps this FlxObject object. | FlxObject | |
![]() | postUpdate():void [override] | FlxObject | |
![]() | preUpdate():void [override] | FlxObject | |
![]() | reset(X:Number, Y:Number):void
Handy function for reviving game objects. | FlxObject | |
![]() | revive():void | FlxBasic | |
![]() | [static] | FlxObject | |
![]() | [static] | FlxObject | |
![]() | [static] | FlxObject | |
![]() | toString():String
Convert object to readable string name. | FlxBasic | |
![]() | update():void [override]
Called by the main game loop, handles motion/physics and game logic
| FlxObject |
callback | property |
public var callback:Function
FlxTile | () | Constructor |
public function FlxTile(Width:Number = 0, Height:Number = 0)
Width:Number (default = 0 )
| |
Height:Number (default = 0 )
|
destroy | () | method |
override public function destroy():void