| Package | org.flixel.data | 
| Class | public class FlxQuake | 
| Inheritance | FlxQuake  Object | 
| Property | Defined By | ||
|---|---|---|---|
| x : int 
		 The amount of X distortion to apply to the screen. | FlxQuake | ||
| y : int 
		 The amount of Y distortion to apply to the screen. | FlxQuake | ||
| Property | Defined By | ||
|---|---|---|---|
| _intensity : Number 
		 The intensity of the quake effect: a percentage of the screen's size. | FlxQuake | ||
| _timer : Number 
		 Set to countdown the quake time. | FlxQuake | ||
| _zoom : uint 
		 The game's level of zoom. | FlxQuake | ||
| Method | Defined By | ||
|---|---|---|---|
| FlxQuake(Zoom:uint) 
		 Constructor. | FlxQuake | ||
| start(Intensity:Number = 0.05, Duration:Number = 0.5):void 
		 Reset and trigger this special effect. | FlxQuake | ||
| stop():void 
		 Stops this screen effect. | FlxQuake | ||
| update():void 
		 Updates and/or animates this special effect. | FlxQuake | ||
| _intensity | property | 
protected var _intensity:NumberThe intensity of the quake effect: a percentage of the screen's size.
| _timer | property | 
protected var _timer:NumberSet to countdown the quake time.
| _zoom | property | 
protected var _zoom:uintThe game's level of zoom.
| x | property | 
public var x:intThe amount of X distortion to apply to the screen.
| y | property | 
public var y:intThe amount of Y distortion to apply to the screen.
| FlxQuake | () | Constructor | 
public function FlxQuake(Zoom:uint)Constructor.
Parameters| Zoom:uint | 
| start | () | method | 
 public function start(Intensity:Number = 0.05, Duration:Number = 0.5):voidReset and trigger this special effect.
Parameters
| Intensity:Number(default =0.05)— Percentage of screen size representing the maximum distance that the screen can move during the 'quake'. | |
| Duration:Number(default =0.5)— The length in seconds that the "quake" should last. | 
| stop | () | method | 
 public function stop():voidStops this screen effect.
| update | () | method | 
 public function update():voidUpdates and/or animates this special effect.