com.adamatomic.flixel.data classes
com.adamatomic.flixel classes
FlxAnim
Description
Just a helper structure for the FlxSprite animation system
Members
Functions
FlxFactory
Description
This class handles the 8-bit style preloader
Members
Functions
FlxLogoPixel
Description
This automates the color-rotation effect on the 'f' logo during game launch, not used in actual game code
Functions
FlxArray
Description
This class wraps the normal Flash array and adds a couple of extra functions...
Functions
FlxBlock
Description
This is the basic "environment object" class, used to create walls and floors
Functions
FlxButton
Description
A simple button class that calls a function when mouse-clicked
Functions
FlxCore
Description
This
is the base class for most of the display objects (FlxSprite, FlxText,
etc). It includes some very simple basic attributes about game objects.
Members
Functions
FlxEmitter
Description
A simple particle system class
Members
Functions
FlxG
Description
This is a global helper class full of useful functions for audio, input, basic info, and the camera system
Members
Functions
FlxGame
Description
This function is only used by the FlxGame class to do important internal management stuff
Functions
FlxLayer
Description
This is an organizational class that can update and render a bunch of FlxCore objects
Functions
FlxSprite
Description
The main "game object" class, handles basic physics and animation
Members
Functions
FlxState
Description
This is the basic game "state" object - e.g. in a simple game you might have a menu state and a play state
Functions
FlxText
Description
A basic text display class, can do some fun stuff though like flicker and rotate
Members
Functions
FlxTilemap
Description
This is a traditional tilemap display and collision class
Functions
FlxAnim
function FlxAnim (Name : String, Frames : Array, FrameRate : Number, Looped : Boolean) :
Parameters
Name
:
String
What this animation should be called (e.g. "run")
Frames
:
Array
An array of numbers indicating what frames to play in what order (e.g. 1, 2, 3)
FrameRate
:
Number
The speed in frames per second that the animation should play at (e.g. 40 fps)
Looped
:
Boolean
Whether or not the animation is looped or just plays once
FlxFactory
function FlxFactory () :
className
className : String
Description
This should always be the name of your main project/document class (e.g. GravityHook).
myURL
myURL : String
Description
If you want to use site-locking, set your website URL here.
FlxLogoPixel
function FlxLogoPixel (xPos : int, yPos : int, pixelSize : uint, index : uint, finalColor : uint) :
Parameters
xPos
:
int
No info.
yPos
:
int
No info.
pixelSize
:
uint
No info.
index
:
uint
No info.
finalColor
:
uint
No info.
update
function update () : void
FlxArray
function FlxArray () :
getRandom
function getRandom (Arr : Array) : Object
Description
Picks an entry at random from an array.
Parameters
Arr
:
Array
The array you want to pick the object from
getNonexist
function getNonexist () : FlxCore
Description
Find the first entry in the array that doesn't "exist".
add
function add (Obj : Object) : Object
Description
Add an object to this array.
Parameters
Obj
:
Object
The object you want to add to the array
remove
function remove (Obj : Object, Splice : Boolean) : void
Description
Remove any object from this array.
Parameters
Obj
:
Object
No info.
Splice
:
Boolean
No info.
removeAt
function removeAt (Index : uint, Splice : Boolean) : void
Description
Remove any object from this array.
Parameters
Index
:
uint
The entry in the array that you want to remove
Splice
:
Boolean
No info.
kill
function kill (Core : FlxCore) : void
Description
Kills the specified FlxCore-based object (FlxSprite, FlxText, etc) in this array.
Parameters
Core
:
FlxCore
The object you want to kill
killAt
function killAt (Index : uint) : void
Description
Kills the specified FlxCore-based object (FlxSprite, FlxText, etc) in this array.
Parameters
Index
:
uint
The entry in the array that you want to kill
clear
function clear () : void
Description
Pops every entry out of the array.
FlxBlock
function FlxBlock (X : int, Y : int, Width : uint, Height : uint, TileGraphic : Class, Empties : uint) :
Parameters
X
:
int
The X position of the block
Y
:
int
The Y position of the block
Width
:
uint
The width of the block
Height
:
uint
The height of the block
TileGraphic
:
Class
The graphic class that contains the tiles that should fill this block
Empties
:
uint
The number of "empty" tiles to add to the auto-fill algorithm (e.g. 8 tiles + 4 empties = 1
render
function render () : void
Description
Draws this block.
FlxCore
function FlxCore () :
update
function update () : void
Description
Just updates the flickering. FlxSprite and other subclasses override this to do more complicated behavior..
render
function render () : void
Description
FlxSprite and other subclasses override this to render their materials to the screen.
overlaps
function overlaps (Core : FlxCore) : Boolean
Description
Checks to see if some FlxCore object overlaps this FlxCore object.
Parameters
Core
:
FlxCore
The object being tested
overlapsPoint
function overlapsPoint (X : Number, Y : Number, PerPixel : Boolean) : Boolean
Description
Checks to see if a point in 2D space overlaps this FlxCore object.
Parameters
X
:
Number
The X coordinate of the point
Y
:
Number
The Y coordinate of the point
PerPixel
:
Boolean
Whether
or not to use per pixel collision checking (only available in FlxSprite
subclass, included here because of Flash's F'd up lack of polymorphism)
collide
function collide (Spr : FlxSprite) : void
Description
Collides a FlxSprite against this block.
Parameters
Spr
:
FlxSprite
The FlxSprite you want to collide
hitWall
function hitWall () : Boolean
Description
Called when this object collides with a FlxBlock on one of its sides.
hitFloor
function hitFloor () : Boolean
Description
Called when this object collides with the top of a FlxBlock.
hitCeiling
function hitCeiling () : Boolean
Description
Called when this object collides with the bottom of a FlxBlock.
kill
function kill () : void
Description
Call this function to "kill" a sprite so that it no longer 'exists'.
flicker
function flicker (Duration : Number) : void
Description
Tells this object to flicker for the number of seconds requested (0 = infinite, negative number tells it to stop).
flickering
function flickering () : Boolean
Description
Called when this object collides with the bottom of a FlxBlock.
onScreen
function onScreen () : Boolean
Description
Call this to check and see if this object is currently on screen.
exists
exists : Boolean
Description
Kind of a global on/off switch for any objects descended from FlxCore.
active
active : Boolean
Description
If an object is not alive, the game loop will not automatically call update() on it.
visible
visible : Boolean
Description
If an object is not visible, the game loop will not automatically call render() on it.
dead
dead : Boolean
Description
If
an object is dead, the functions that automate collisions will skip it
(see overlapArrays in FlxSprite and collideArrays in FlxBlock).
FlxEmitter
function FlxEmitter (X : Number, Y : Number, Width : uint, Height : uint, Sprites : FlxArray, Delay : Number, MinVelocityX : Number, MaxVelocityX : Number, MinVelocityY : Number, MaxVelocityY : Number, MinRotation : Number, MaxRotation : Number, Gravity : Number, Drag : Number, Graphics : Class, Quantity : uint, Multiple : Boolean, Parent : FlxLayer) :
Parameters
X
:
Number
The X position of the emitter
Y
:
Number
The Y position of the emitter
Width
:
uint
The width of the emitter (particles are emitted from a random position inside this box)
Height
:
uint
The height of the emitter
Sprites
:
FlxArray
A pre-configured FlxArray of FlxSprite objects for the emitter to use (optional)
Delay
:
Number
A
negative number defines the lifespan of the particles that are launched
all at once. A positive number tells it how often to fire a new
particle.
MinVelocityX
:
Number
The minimum X velocity of the particles
MaxVelocityX
:
Number
The maximum X velocity of the particles (every particle will have a random X velocity between these values)
MinVelocityY
:
Number
The minimum Y velocity of the particles
MaxVelocityY
:
Number
The maximum Y velocity of the particles (every particle will have a random Y velocity between these values)
MinRotation
:
Number
The minimum angular velocity of the particles
MaxRotation
:
Number
The maximum angular velocity of the particles (you guessed it)
Gravity
:
Number
How much gravity should affect the particles
Drag
:
Number
Sets both the X and Y "Drag" or deceleration on the particles
Graphics
:
Class
If
you opted to not pre-configure an array of FlxSprite objects, you can
simply pass in a particle image or sprite sheet (ignored if you pass in
an array)
Quantity
:
uint
The number of particles to generate when using the "create from image" option (ignored if you pass in an array)
Multiple
:
Boolean
Whether the image in the Graphics param is a single particle or a bunch of particles (if it's a bunch, they need to be square!)
Parent
:
FlxLayer
No info.
update
function update () : void
Description
Called automatically by the game loop, decides when to launch particles and when to "die".
reset
function reset () : void
Description
Call this function to reset the emitter (if you used a negative delay, calling this function "Explodes" the emitter again).
emit
function emit () : void
Description
This function can be used both internally and externally to emit the next particle.
kill
function kill () : void
Description
Call this function to turn off all the particles and the emitter.
minVelocity
minVelocity : Point
maxVelocity
maxVelocity : Point
resetKeys
function resetKeys () : void
Description
Resets the key register and shortcut booleans to "off".
pressed
function pressed (Key : uint) : Boolean
Description
Check to see if this key is pressed.
Parameters
Key
:
uint
One of the key constants listed above (e.g. LEFT or A)
justPressed
function justPressed (Key : uint) : Boolean
Description
Check to see if this key was JUST pressed.
Parameters
Key
:
uint
One of the key constants listed above (e.g. LEFT or A)
justReleased
function justReleased (Key : uint) : Boolean
Description
Check to see if this key is NOT pressed.
Parameters
Key
:
uint
One of the key constants listed above (e.g. LEFT or A)
setMusic
function setMusic (Music : Class, Volume : Number, Autoplay : Boolean) : void
Description
Set up and autoplay a music track.
Parameters
Music
:
Class
The sound file you want to loop in the background
Volume
:
Number
How loud the sound should be, from 0 to 1
Autoplay
:
Boolean
Whether to automatically start the music or not (defaults to true)
play
function play (SoundEffect : Class, Volume : Number) : void
Description
Plays a sound effect once.
Parameters
SoundEffect
:
Class
The sound you want to play
Volume
:
Number
How loud to play it (0 to 1)
playMusic
function playMusic () : void
Description
Plays or resumes the music file set up using setMusic().
pauseMusic
function pauseMusic () : void
Description
Pauses the current music track.
stopMusic
function stopMusic () : void
Description
Stops the current music track.
setMute
function setMute (SoundOff : Boolean) : void
Description
Mutes the sound.
Parameters
SoundOff
:
Boolean
Whether the sound should be off or on
getMute
function getMute () : Boolean
Description
Check to see if the game is muted.
setVolume
function setVolume (Volume : Number) : void
Description
Change the volume of the game.
Parameters
Volume
:
Number
A number from 0 to 1
getVolume
function getVolume () : Number
Description
Find out how load the game is currently.
setMusicVolume
function setMusicVolume (Volume : Number) : void
Description
Change the volume of just the music.
Parameters
Volume
:
Number
A number from 0 to 1
getMusicVolume
function getMusicVolume () : Number
Description
Find out how loud the music is.
createBitmap
function createBitmap (Width : uint, Height : uint, Color : uint) : BitmapData
Description
Generates a new BitmapData object (basically a colored square :P) and caches it.
Parameters
Width
:
uint
How wide the square should be
Height
:
uint
How high the square should be
Color
:
uint
What color the square should be
addBitmap
function addBitmap (Graphic : Class, Reverse : Boolean) : BitmapData
Description
Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.
Parameters
Graphic
:
Class
The image file that you want to load
Reverse
:
Boolean
Whether to generate a flipped version
rotatePoint
function rotatePoint (X : Number, Y : Number, PivotX : Number, PivotY : Number, Angle : Number) : Point
Description
Rotates a point in 2D space around another point by the given angle.
Parameters
X
:
Number
The X coordinate of the point you want to rotate
Y
:
Number
The Y coordinate of the point you want to rotate
PivotX
:
Number
The X coordinate of the point you want to rotate around
PivotY
:
Number
The Y coordinate of the point you want to rotate around
Angle
:
Number
Rotate the point by this many degrees
getAngle
function getAngle (X : Number, Y : Number) : Number
Description
Calculates the angle between a point and the origin (0,0).
Parameters
X
:
Number
The X coordinate of the point
Y
:
Number
The Y coordinate of the point
follow
function follow (Target : FlxCore, Lerp : Number) : void
Description
Tells the camera subsystem what FlxCore object to follow.
Parameters
Target
:
FlxCore
The object to follow
Lerp
:
Number
How much lag the camera should have (can help smooth out the camera movement)
followAdjust
function followAdjust (LeadX : Number, LeadY : Number) : void
Description
Specify an additional camera component - the velocity-based "lead", or amount the camera should track in front of a sprite.
Parameters
LeadX
:
Number
Percentage of X velocity to add to the camera's motion
LeadY
:
Number
Percentage of Y velocity to add to the camera's motion
followBounds
function followBounds (MinX : int, MinY : int, MaxX : int, MaxY : int) : void
Description
Specify an additional camera component - the boundaries of the level or where the camera is allowed to move.
Parameters
MinX
:
int
The smallest X value of your level (usually 0)
MinY
:
int
The smallest Y value of your level (usually 0)
MaxX
:
int
The largest X value of your level (usually the level width)
MaxY
:
int
The largest Y value of your level (usually the level height)
computeVelocity
function computeVelocity (Velocity : Number, Acceleration : Number, Drag : Number, Max : Number) : Number
Description
A fairly stupid tween-like function that takes a starting velocity and some other factors and returns an altered velocity.
Parameters
Velocity
:
Number
Any component of velocity (e.g. 20)
Acceleration
:
Number
Rate at which the velocity is changing
Drag
:
Number
Really kind of a deceleration, this is how much the velocity changes if Acceleration is not set
Max
:
Number
An absolute value cap for the velocity
overlapArray
function overlapArray (Array : FlxArray, Core : FlxCore, Collide : Function) : void
Description
Checks to see if a FlxCore overlaps any of the FlxCores in the array, and calls a function when they do.
Parameters
Array
:
FlxArray
An array of FlxCore objects
Core
:
FlxCore
A FlxCore object
Collide
:
Function
A function that takes two sprites as parameters (first the one from Array, then Sprite)
overlapArrays
function overlapArrays (Array1 : FlxArray, Array2 : FlxArray, Collide : Function) : void
Description
Checks to see if any FlxCore in Array1 overlaps any FlxCore in Array2, and calls Collide when they do.
Parameters
Array1
:
FlxArray
An array of FlxCore objects
Array2
:
FlxArray
Another array of FlxCore objects
Collide
:
Function
A function that takes two FlxCore objects as parameters (first the one from Array1, then the one from Array2)
collideArray
function collideArray (Cores : FlxArray, Sprite : FlxSprite) : void
Description
Collides a FlxSprite against the FlxCores in the array .
Parameters
Cores
:
FlxArray
No info.
Sprite
:
FlxSprite
A FlxSprite object
collideArray2
function collideArray2 (Core : FlxCore, Sprites : FlxArray) : void
Description
Collides an array of FlxSprites against a FlxCore object.
Parameters
Core
:
FlxCore
A FlxCore object
Sprites
:
FlxArray
An array of FlxSprites
collideArrays
function collideArrays (Cores : FlxArray, Sprites : FlxArray) : void
Description
Collides the array of FlxSprites against the array of FlxCores.
Parameters
Cores
:
FlxArray
An array of FlxCore objects
Sprites
:
FlxArray
An array of FlxSprite objects
switchState
function switchState (State : Class) : void
Description
Switch from one FlxState to another.
Parameters
State
:
Class
The class name of the state you want (e.g. PlayState)
log
function log (Data : String) : void
Description
Log data to the developer console.
Parameters
Data
:
String
The data (in string format) that you wanted to write to the console
quake
function quake (Intensity : Number, Duration : Number) : void
Description
Shake the screen.
Parameters
Intensity
:
Number
Percentage of screen size representing the maximum distance that the screen can move during the 'quake'
Duration
:
Number
The length in seconds that the "quake" should last
flash
function flash (Color : uint, Duration : Number, FlashComplete : Function, Force : Boolean) : void
Description
Temporarily fill the screen with a certain color, then fade it out.
Parameters
Color
:
uint
The color you want to use
Duration
:
Number
How long it takes for the flash to fade
FlashComplete
:
Function
A function you want to run when the flash finishes
Force
:
Boolean
Force the effect to reset
fade
function fade (Color : uint, Duration : Number, FadeComplete : Function, Force : Boolean) : void
Description
Fade the screen out to this color.
Parameters
Color
:
uint
The color you want to use
Duration
:
Number
How long it should take to fade the screen out
FadeComplete
:
Function
A function you want to run when the fade finishes
Force
:
Boolean
Force the effect to reset
setCursor
function setCursor (CursorGraphic : Class) : void
Description
Set the mouse cursor to some graphic file.
Parameters
CursorGraphic
:
Class
The image you want to use for the cursor
openURL
function openURL (URL : String) : void
Description
Switch to a different web page.
elapsed
elapsed : Number
Description
Represents the amount of time in seconds that passed since last frame.
state
state : FlxState
Description
A reference or pointer to the current FlxState object being used by the game.
kUp
kUp : Boolean
Description
A shortcut way of checking if a particular key is pressed.
kDown
kDown : Boolean
Description
A shortcut way of checking if a particular key is pressed.
kLeft
kLeft : Boolean
Description
A shortcut way of checking if a particular key is pressed.
kRight
kRight : Boolean
Description
A shortcut way of checking if a particular key is pressed.
kA
kA : Boolean
Description
A shortcut way of checking if a particular key is pressed.
kB
kB : Boolean
Description
A shortcut way of checking if a particular key is pressed.
kMouse
kMouse : Boolean
Description
A shortcut way of checking if a particular key is pressed.
mouse
mouse : Point
Description
The current game coordinates of the mouse pointer (not necessarily the screen coordinates).
followTarget
followTarget : FlxCore
followLead
followLead : Point
followLerp
followLerp : Number
followMin
followMin : Point
followMax
followMax : Point
buffer
buffer : BitmapData
FlxGame
function FlxGame (GameSizeX : uint, GameSizeY : uint, InitialState : Class, Zoom : uint, BGColor : Number, ShowFlixelLogo : Boolean, FlixelColor : Number, FlixelSound : Class, Frame : Class, ScreenOffsetX : uint, ScreenOffsetY : uint) :
Parameters
GameSizeX
:
uint
The width of your game in pixels (e.g. 320)
GameSizeY
:
uint
The height of your game in pixels (e.g. 240)
InitialState
:
Class
The class name of the state you want to create and switch to first (e.g. MenuState)
Zoom
:
uint
The level of zoom (e.g. 2 means all pixels are now rendered twice as big)
BGColor
:
Number
The color of the Flash app's background
ShowFlixelLogo
:
Boolean
No info.
FlixelColor
:
Number
The color of the great big 'f' in the flixel logo
FlixelSound
:
Class
The sound that is played over the flixel 'f' logo
Frame
:
Class
If you want you can add a little graphical frame to the outside edges of your game
ScreenOffsetX
:
uint
If you use a frame, you're probably going to want to scoot your game down to fit properly inside it
ScreenOffsetY
:
uint
These variables do exactly that!
FlxLayer
function FlxLayer () :
Description
Constructor .
add
function add (Core : FlxCore) : FlxCore
Description
Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the list of children.
Parameters
Core
:
FlxCore
The object you want to add
update
function update () : void
Description
Automatically
goes through and calls update on everything you added, override this
function to handle custom input and perform collisions.
render
function render () : void
Description
Automatically goes through and calls render on everything you added, override this loop to do crazy graphical stuffs I guess?.
destroy
function destroy () : void
Description
Override
this function to handle any deleting or "shutdown" type operations you
might need (such as removing traditional Flash children like Sprite
objects).
FlxSprite
function FlxSprite (Graphic : Class, X : int, Y : int, Animated : Boolean, Reverse : Boolean, Width : uint, Height : uint, Color : uint) :
Parameters
Graphic
:
Class
The image you want to use
X
:
int
The initial X position of the sprite
Y
:
int
The initial Y position of the sprite
Animated
:
Boolean
Whether the Graphic parameter is a single sprite or a row of sprites
Reverse
:
Boolean
Whether you need this class to generate horizontally flipped versions of the animation frames
Width
:
uint
If
you opt to NOT use an image and want to generate a colored block, or
your sprite's frames are not square, you can specify a width here
Height
:
uint
If you opt to NOT use an image you can specify the height of the colored block here (ignored if Graphic is not null)
Color
:
uint
Specifies the color of the generated block (ignored if Graphic is not null)
update
function update () : void
Description
Called by game loop, handles animation and physics.
render
function render () : void
Description
Called by game loop, blits current frame of animation to the screen (and handles rotation).
overlapsPoint
function overlapsPoint (X : Number, Y : Number, PerPixel : Boolean) : Boolean
Description
Checks to see if a point in 2D space overlaps this FlxCore object.
Parameters
X
:
Number
The X coordinate of the point
Y
:
Number
The Y coordinate of the point
PerPixel
:
Boolean
Whether or not to use per pixel collision checking
hitWall
function hitWall () : Boolean
Description
Called when this object collides with a FlxBlock on one of its sides.
hitFloor
function hitFloor () : Boolean
Description
Called when this object collides with the top of a FlxBlock.
hitCeiling
function hitCeiling () : Boolean
Description
Called when this object collides with the bottom of a FlxBlock.
hurt
function hurt (Damage : Number) : void
Description
Call this function to "damage" (or give health bonus) to this sprite.
Parameters
Damage
:
Number
How much health to take away (use a negative number to give a health bonus)
onEmit
function onEmit () : void
Description
Called if/when this sprite is launched by a FlxEmitter.
addAnimation
function addAnimation (Name : String, Frames : Array, FrameRate : Number, Looped : Boolean) : void
Description
Adds a new animation to the sprite.
Parameters
Name
:
String
What this animation should be called (e.g. "run")
Frames
:
Array
An array of numbers indicating what frames to play in what order (e.g. 1, 2, 3)
FrameRate
:
Number
The speed in frames per second that the animation should play at (e.g. 40 fps)
Looped
:
Boolean
Whether or not the animation is looped or just plays once
addAnimationCallback
function addAnimationCallback (AnimationCallback : Function) : void
Description
Pass in a function to be called whenever this sprite's animation changes.
Parameters
AnimationCallback
:
Function
A function that has 3 parameters: a string name, a uint frame number, and a uint frame index
play
function play (AnimName : String, Force : Boolean) : void
Description
Plays an existing animation (e.g. "run") - if you call an animation that is already playing it will be ignored.
Parameters
AnimName
:
String
The string name of the animation you want to play
Force
:
Boolean
Whether to force the animation to restart
randomFrame
function randomFrame () : void
Description
Tell the sprite to change to a random frame of animation (useful for instantiating particles or other weird things).
specificFrame
function specificFrame (Frame : uint) : void
Description
Tell the sprite to change to a specific frame of animation (useful for instantiating particles).
Parameters
Frame
:
uint
The frame you want to display
offset
offset : Point
Description
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.
velocity
velocity : Point
acceleration
acceleration : Point
drag
drag : Point
Description
This isn't drag exactly, more like deceleration that is only applied when acceleration is not affecting the sprite.
maxVelocity
maxVelocity : Point
angle
angle : Number
Description
WARNING: rotating sprites decreases rendering performance for this sprite by a factor of 10x!.
angularVelocity
angularVelocity : Number
angularAcceleration
angularAcceleration : Number
angularDrag
angularDrag : Number
maxAngular
maxAngular : Number
thrust
thrust : Number
Description
If you want to do Asteroids style stuff, check out thrust (instead of directly accessing the object's velocity or acceleration).
maxThrust
maxThrust : Number
scale
scale : Point
Description
Scale
doesn't currently affect collisions automatically, you will need to
adjust the width, height and offset manually. WARNING: scaling sprites
decreases rendering performance for this sprite by a factor of 10x!.
finished
finished : Boolean
Description
Whether the current animation has finished its first (or only) loop.
_curAnim
_curAnim : FlxAnim
_curFrame
_curFrame : uint
pixels
pixels : BitmapData
FlxState
function FlxState () :
Description
Constructor .
add
function add (Core : FlxCore) : FlxCore
Description
Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the game loop.
Parameters
Core
:
FlxCore
The object you want to add to the game loop
update
function update () : void
Description
Automatically
goes through and calls update on everything you added to the game loop,
override this function to handle custom input and perform collisions.
render
function render () : void
Description
Automatically
goes through and calls render on everything you added to the game loop,
override this loop to do crazy graphical stuffs I guess?.
destroy
function destroy () : void
Description
Override
this function to handle any deleting or "shutdown" type operations you
might need (such as removing traditional Flash children like Sprite
objects).
FlxText
function FlxText (X : Number, Y : Number, Width : uint, Height : uint, Text : String, Color : uint, Font : String, Size : uint, Justification : String, Angle : Number) :
Parameters
X
:
Number
The X position of the text
Y
:
Number
The Y position of the text
Width
:
uint
The width of the text object
Height
:
uint
The
height of the text object (eventually these may be unnecessary by
leveraging text metrics, but I couldn't get it together for this
release)
Text
:
String
The actual text you would like to display initially
Color
:
uint
The color of the text object
Font
:
String
The name of the font you'd like to use (pass null to use the built-in pixel font)
Size
:
uint
The size of the font (recommend using multiples of 8 for cleanest rendering)
Justification
:
String
Valid strings include "left", "center", and "right"
Angle
:
Number
How much the text should be rotated
setText
function setText (Text : String) : void
Description
Changes the text being displayed.
Parameters
Text
:
String
The new string you want to display
setColor
function setColor (Color : uint) : void
Description
Changes the color being used by the text.
Parameters
Color
:
uint
The new color you want to use
update
function update () : void
Description
Called by the game loop automatically, updates the position and angle of the text.
render
function render () : void
Description
Called by the game loop automatically, blits the text object to the screen.
FlxTilemap
function FlxTilemap (MapData : String, TileGraphic : Class, CollisionIndex : uint, DrawIndex : uint) :
Parameters
MapData
:
String
A string of comma and line-return delineated indices indicating what order the tiles should go in
TileGraphic
:
Class
All the tiles you want to use, arranged in a strip corresponding to the numbers in MapData
CollisionIndex
:
uint
The index of the first tile that should be treated as a hard surface
DrawIndex
:
uint
The index of the first tile that should actually be drawn
render
function render () : void
Description
Draws the tilemap.
collide
function collide (Spr : FlxSprite) : void
Description
Collides a FlxSprite against the tilemap.
Parameters
Spr
:
FlxSprite
The FlxSprite you want to collide