Package | org.flixel |
Class | public class FlxGroup |
Inheritance | FlxGroup FlxObject FlxRect FlxPoint Object |
Subclasses | FlxButton, FlxPause, Layer, Panel |
FlxObject
s.
NOTE: Although FlxGroup
extends FlxObject
, it will not automatically
add itself to the global collisions quad tree, it will only add its members.
Property | Defined By | ||
---|---|---|---|
acceleration : FlxPoint
How fast the speed of this object is changing. | FlxObject | ||
active : Boolean
If an object is not alive, the game loop will not automatically call update() on it. | 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 | ||
bottom : Number [read-only]
The Y coordinate of the bottom of the rectangle. | FlxRect | ||
colHullX : FlxRect
These store a couple of useful numbers for speeding up collision resolution. | FlxObject | ||
colHullY : FlxRect
These store a couple of useful numbers for speeding up collision resolution. | FlxObject | ||
collideBottom : Boolean
Flag for direction collision resolution. | FlxObject | ||
collideLeft : Boolean
Flag for direction collision resolution. | FlxObject | ||
collideRight : Boolean
Flag for direction collision resolution. | FlxObject | ||
collideTop : Boolean
Flag for direction collision resolution. | FlxObject | ||
colOffsets : Array
An array of FlxPoint objects. | FlxObject | ||
colVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution. | FlxObject | ||
dead : Boolean
Handy for tracking gameplay or animations. | FlxObject | ||
drag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied
when acceleration is not affecting the sprite. | FlxObject | ||
exists : Boolean
Kind of a global on/off switch for any objects descended from FlxObject. | FlxObject | ||
fixed : Boolean
If an object is 'fixed' in space, it will not budge when it collides with a not-fixed object. | FlxObject | ||
_group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup. | FlxObject | ||
health : Number
Handy for storing health percentage or armor points or whatever. | FlxObject | ||
height : Number | FlxRect | ||
ID : int | FlxGroup | ||
left : Number [read-only]
The X coordinate of the left side of the rectangle. | FlxRect | ||
maxAngular : Number
Use in conjunction with angularAcceleration for fluid spin speed control. | FlxObject | ||
maxThrust : Number
Used to cap thrust, helpful and easy!
| FlxObject | ||
maxVelocity : FlxPoint
If you are using acceleration, you can use maxVelocity with it
to cap the speed automatically (very useful!). | FlxObject | ||
members : Array
Array of all the FlxObjects that exist in this layer. | FlxGroup | ||
moves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). | FlxObject | ||
name : String | FlxGroup | ||
onFloor : Boolean
Flag that indicates whether or not you just hit the floor. | FlxObject | ||
origin : FlxPoint
WARNING: The origin of the sprite will default to its center. | FlxObject | ||
right : Number [read-only]
The X coordinate of the right side of the rectangle. | FlxRect | ||
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
If an object is dead, the functions that automate collisions will skip it (see FlxG.overlapArrays() and FlxG.collideArrays()). | FlxObject | ||
thrust : Number
If you want to do Asteroids style stuff, check out thrust,
instead of directly accessing the object's velocity or acceleration. | FlxObject | ||
top : Number [read-only]
The Y coordinate of the top of the rectangle. | FlxRect | ||
velocity : FlxPoint
The basic speed of this object. | FlxObject | ||
visible : Boolean
If an object is not visible, the game loop will not automatically call render() on it. | FlxObject | ||
width : Number | FlxRect | ||
x : Number | FlxPoint | ||
y : Number | FlxPoint |
Property | Defined By | ||
---|---|---|---|
_first : Boolean | FlxGroup | ||
_flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
| FlxObject | ||
_flicker : Boolean
Internal helper used for retro-style flickering. | FlxObject | ||
_flickerTimer : Number
Internal helper used for retro-style flickering. | FlxObject | ||
_last : FlxPoint
Helpers for moving/updating group members. | FlxGroup | ||
_point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
| FlxObject | ||
_rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject |
Method | Defined By | ||
---|---|---|---|
FlxGroup()
Constructor
| FlxGroup | ||
Adds a new FlxObject subclass (FlxSprite, FlxBlock, etc) to the list of children
| FlxGroup | ||
FlxObject | |||
countDead():int
Call this function to find out how many members of the group are dead. | FlxGroup | ||
countLiving():int
Call this function to find out how many members of the group are not dead. | FlxGroup | ||
countOnScreen():int
Returns a count of how many objects in this group are on-screen right now. | FlxGroup | ||
destroy():void [override]
Override this function to handle any deleting or "shutdown" type operations you might need,
such as removing traditional Flash children like Sprite objects. | FlxGroup | ||
flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style. | FlxObject | ||
flickering():Boolean
Check to see if the object is still flickering. | FlxObject | ||
Call this function to retrieve the first object with dead == false in the group. | FlxGroup | ||
Call this function to retrieve the first object with exists == false in the group. | FlxGroup | ||
Call this function to retrieve the first object with dead == true in the group. | FlxGroup | ||
Call this function to retrieve the first object with exists == true in the group. | FlxGroup | ||
getFirstNull():int
Call this function to retrieve the first index set to 'null'. | FlxGroup | ||
Returns a member at random from the group. | FlxGroup | ||
Call this function to figure out the on-screen position of the object. | FlxObject | ||
Called when this object's bottom edge collides with the top of another FlxObject. | FlxObject | ||
Called when this object's left side collides with another FlxObject's right. | FlxObject | ||
Called when this object's right side collides with another FlxObject's left. | FlxObject | ||
Called when this object's top collides with the bottom of another FlxObject. | FlxObject | ||
hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite. | FlxObject | ||
kill():void [override]
Calls kill on the group and all its members. | FlxGroup | ||
onScreen():Boolean
Check and see if this object is currently on screen. | FlxObject | ||
Checks to see if some FlxObject object overlaps this FlxObject object. | FlxObject | ||
overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this FlxObject object. | FlxObject | ||
preCollide(Object:FlxObject):void
FlxU.collide() (and thus FlxObject.collide()) call
this function each time two objects are compared to see if they collide. | FlxObject | ||
refreshHulls():void
Called by FlxObject.updateMotion() and some constructors to
rebuild the basic collision data for this object. | FlxObject | ||
Removes an object from the group. | FlxGroup | ||
render():void [override]
Automatically goes through and calls render on everything you added,
override this loop to control render order manually. | FlxGroup | ||
Replaces an existing FlxObject with a new one. | FlxGroup | ||
reset(X:Number, Y:Number):void [override]
If the group's position is reset, we want to reset all its members too. | FlxGroup | ||
resetFirstAvail(X:Number = 0, Y:Number = 0):Boolean
Finds the first object with exists == false and calls reset on it. | FlxGroup | ||
toString():String [override] | FlxGroup | ||
update():void [override]
Automatically goes through and calls update on everything you added,
override this function to handle custom input and perform collisions. | FlxGroup |
Method | Defined By | ||
---|---|---|---|
destroyMembers():void
Internal function that actually loops through and destroys each member. | FlxGroup | ||
killMembers():void
Internal function that calls kill on all members. | FlxGroup | ||
renderMembers():void
Internal function that actually loops through and renders all the group members. | FlxGroup | ||
saveOldPosition():void
Internal function, helps with the moving/updating of group members. | FlxGroup | ||
updateFlickering():void
Just updates the retro-style flickering. | FlxObject | ||
updateMembers():void
Internal function that actually goes through and updates all the group members. | FlxGroup | ||
updateMotion():void
Internal function for updating the position and speed of this object. | FlxObject |
_first | property |
protected var _first:Boolean
_last | property |
protected var _last:FlxPoint
Helpers for moving/updating group members.
ID | property |
public var ID:int
members | property |
public var members:Array
Array of all the FlxObject
s that exist in this layer.
name | property |
public var name:String
FlxGroup | () | Constructor |
public function FlxGroup()
Constructor
add | () | method |
public function add(Object:FlxObject, ShareScroll:Boolean = false):FlxObject
Adds a new FlxObject
subclass (FlxSprite, FlxBlock, etc) to the list of children
Parameters
Object:FlxObject — The object you want to add
| |
ShareScroll:Boolean (default = false ) — Whether or not this FlxCore should sync up with this layer's scrollFactor
|
FlxObject — The same FlxCore object that was passed in.
|
countDead | () | method |
public function countDead():int
Call this function to find out how many members of the group are dead.
Returnsint — The number of FlxObject s flagged as dead. Returns -1 if group is empty.
|
countLiving | () | method |
public function countLiving():int
Call this function to find out how many members of the group are not dead.
Returnsint — The number of FlxObject s flagged as not dead. Returns -1 if group is empty.
|
countOnScreen | () | method |
public function countOnScreen():int
Returns a count of how many objects in this group are on-screen right now.
Returnsint — The number of FlxObject s that are on screen. Returns -1 if group is empty.
|
destroy | () | method |
override public function destroy():void
Override this function to handle any deleting or "shutdown" type operations you might need, such as removing traditional Flash children like Sprite objects.
destroyMembers | () | method |
protected function destroyMembers():void
Internal function that actually loops through and destroys each member.
getFirstAlive | () | method |
public function getFirstAlive():FlxObject
Call this function to retrieve the first object with dead == false in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject — A FlxObject currently flagged as not dead.
|
getFirstAvail | () | method |
public function getFirstAvail():FlxObject
Call this function to retrieve the first object with exists == false in the group. This is handy for recycling in general, e.g. respawning enemies.
ReturnsFlxObject — A FlxObject currently flagged as not existing.
|
getFirstDead | () | method |
public function getFirstDead():FlxObject
Call this function to retrieve the first object with dead == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject — A FlxObject currently flagged as dead.
|
getFirstExtant | () | method |
public function getFirstExtant():FlxObject
Call this function to retrieve the first object with exists == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject — A FlxObject currently flagged as existing.
|
getFirstNull | () | method |
public function getFirstNull():int
Call this function to retrieve the first index set to 'null'. Returns -1 if no index stores a null object.
Returnsint — An int indicating the first null slot in the group.
|
getRandom | () | method |
public function getRandom():FlxObject
Returns a member at random from the group.
ReturnsFlxObject — A FlxObject from the members list.
|
kill | () | method |
override public function kill():void
Calls kill on the group and all its members.
killMembers | () | method |
protected function killMembers():void
Internal function that calls kill on all members.
remove | () | method |
public function remove(Object:FlxObject, Splice:Boolean = false):FlxObject
Removes an object from the group.
Parameters
Object:FlxObject — The FlxObject you want to remove.
| |
Splice:Boolean (default = false ) — Whether the object should be cut from the array entirely or not.
|
FlxObject — The removed object.
|
render | () | method |
override public function render():void
Automatically goes through and calls render on everything you added, override this loop to control render order manually.
renderMembers | () | method |
protected function renderMembers():void
Internal function that actually loops through and renders all the group members.
replace | () | method |
public function replace(OldObject:FlxObject, NewObject:FlxObject):FlxObject
Replaces an existing FlxObject
with a new one.
Parameters
OldObject:FlxObject — The object you want to replace.
| |
NewObject:FlxObject — The new object you want to use instead.
|
FlxObject — The new object.
|
reset | () | method |
override public function reset(X:Number, Y:Number):void
If the group's position is reset, we want to reset all its members too.
Parameters
X:Number — The new X position of this object.
| |
Y:Number — The new Y position of this object.
|
resetFirstAvail | () | method |
public function resetFirstAvail(X:Number = 0, Y:Number = 0):Boolean
Finds the first object with exists == false and calls reset on it.
Parameters
X:Number (default = 0 ) — The new X position of this object.
| |
Y:Number (default = 0 ) — The new Y position of this object.
|
Boolean — Whether a suitable FlxObject was found and reset.
|
saveOldPosition | () | method |
protected function saveOldPosition():void
Internal function, helps with the moving/updating of group members.
toString | () | method |
override public function toString():String
ReturnsString |
update | () | method |
override public function update():void
Automatically goes through and calls update on everything you added, override this function to handle custom input and perform collisions.
updateMembers | () | method |
protected function updateMembers():void
Internal function that actually goes through and updates all the group members.
Depends on saveOldPosition()
to set up the correct values in _last
in order to work properly.