Property | Type | Description | |
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acceleration | FlxPoint | ||
allowCollisions | uint | ||
angle | float | ||
angularAcceleration | float | ||
angularDrag | float | ||
angularVelocity | float | ||
drag | FlxPoint | ||
elasticity | float | ||
health | float | ||
height | float | ||
immovable | bool | ||
last | FlxPoint | ||
mass | float | ||
maxAngular | float | ||
maxVelocity | FlxPoint | ||
moves | bool | ||
path | FlxPath | ||
pathAngle | float | ||
pathSpeed | float | ||
scrollFactor | FlxPoint | ||
touching | uint | ||
velocity | FlxPoint | ||
wasTouching | uint | ||
width | float | ||
x | float | ||
y | float |
Property | Type | Description | |
---|---|---|---|
_flicker | bool | ||
_flickerTimer | float | ||
_pZero | FlxPoint | ||
_pathInc | int | ||
_pathMode | uint | ||
_pathNodeIndex | int | ||
_pathRotate | bool | ||
_point | FlxPoint | ||
_rect |
Method | Description | |
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FlxObject ( float X, float Y, float Width, float Height ) : System |
Instantiates a
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destroy ( ) : void |
Override to null out variables manually
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draw ( ) : void |
Rarely called. Not yet implemented like AS3 Flixel
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drawDebug ( |
Not yet implemented
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flicker ( float Duration = 1.0f ) : void |
Flicker this object
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followPath ( FlxPath Path, float Speed = 100, uint Mode = PATH_FORWARD, bool AutoRotate = false ) : void | ||
getMidpoint ( FlxPoint Point = null ) : FlxPoint |
Retrieve midpoint of this object in world coordinates
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getScreenXY ( FlxPoint Point = null, |
Call this to figure out the on-screen position of the object
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hurt ( float Damage ) : void |
Reduces the health
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isTouching ( uint Direction ) : bool |
Check to see if this object is touching a particular surface
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justTouched ( uint Direction ) : bool |
Check to see if this object just touched a particular surface
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onScreen ( |
Check to see if this object is currently on the screen
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overlaps ( |
Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use
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overlapsAt ( float X, float Y, |
Checks to see if this FlxObject were located at the given position
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overlapsPoint ( FlxPoint Point, bool InScreenSpace = false, |
Check to see if a point in 2D world space overlaps this FlxObject
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postUpdate ( ) : void |
Called right after update()
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preUpdate ( ) : void |
Called right before update()
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reset ( float X, float Y ) : void |
Handy function for reviving game objects. Resets their existence flags and position
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separate ( |
The main collision resolution function
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separateX ( |
X-axis component of the object separation process
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separateY ( |
Y-axis component of the object separation process
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stopFollowingPath ( bool DestroyPath = false ) : void | ||
update ( ) : void |
Method | Description | |
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advancePath ( bool Snap = true ) : FlxPoint | ||
updatePathMotion ( ) : void |
Method | Description | |
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updateMotion ( ) : void |
Internal function for updating the position and speed of this object.
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public FlxObject ( float X, float Y, float Width, float Height ) : System | ||
X | float | X-coordinate of the object in space |
Y | float | y-coordinate of the object in space |
Width | float | Desired width of the rectangle |
Height | float | Desired height of the rectangle |
return | System |
protected advancePath ( bool Snap = true ) : FlxPoint | ||
Snap | bool | |
return | FlxPoint |
public drawDebug ( |
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Camera | Which Camera - currently only one exists | |
return | void |
public flicker ( float Duration = 1.0f ) : void | ||
Duration | float | How many seconds |
return | void |
public followPath ( FlxPath Path, float Speed = 100, uint Mode = PATH_FORWARD, bool AutoRotate = false ) : void | ||
Path | FlxPath | |
Speed | float | |
Mode | uint | |
AutoRotate | bool | |
return | void |
public getMidpoint ( FlxPoint Point = null ) : FlxPoint | ||
Point | FlxPoint | |
return | FlxPoint |
public getScreenXY ( FlxPoint Point = null, |
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Point | FlxPoint | Take a FlxPoint object and assign the post-scrolled X and Y values of this object to it |
Camera | Which Camera - currently only one exists | |
return | FlxPoint |
public hurt ( float Damage ) : void | ||
Damage | float | Amount to reduce by |
return | void |
public isTouching ( uint Direction ) : bool | ||
Direction | uint | Any of the collision flags (e.g. LEFT, FLOOR, etc) |
return | bool |
public justTouched ( uint Direction ) : bool | ||
Direction | uint | Any of the collision flags (e.g. LEFT, FLOOR, etc) |
return | bool |
public onScreen ( |
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Camera | Which Camera - currently only one exists | |
return | bool |
public overlaps ( |
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ObjectOrGroup | The object or group being tested | |
InScreenSpace | bool | Whether to take scroll factors into account. |
Camera | Which Camera - currently only one exists | |
return | bool |
public overlapsAt ( float X, float Y, |
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X | float | X position you want to check |
Y | float | Y position you want to check |
ObjectOrGroup | The object or group being tested | |
InScreenSpace | bool | Whether to take scroll factors into account. |
Camera | Which Camera - currently only one exists | |
return | bool |
public overlapsPoint ( FlxPoint Point, bool InScreenSpace = false, |
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Point | FlxPoint | The point in world space you want to check |
InScreenSpace | bool | Whether to take scroll factors into account. |
Camera | Which Camera - currently only one exists | |
return | bool |
public static separate ( |
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Object1 | ||
Object2 | ||
return | bool |
public static separateX ( |
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Object1 | ||
Object2 | ||
return | bool |
public static separateY ( |
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Object1 | ||
Object2 | ||
return | bool |
public stopFollowingPath ( bool DestroyPath = false ) : void | ||
DestroyPath | bool | |
return | void |