Packagestencyl.api.engine.actor
Classpublic class Actor
InheritanceActor Inheritance FlxSprite Inheritance FlxObject Inheritance FlxRect Inheritance FlxPoint Inheritance Object
Subclasses Region, TerrainRegion



Public Properties
 PropertyDefined By
 Inheritedacceleration : FlxPoint
How fast the speed of this object is changing.
FlxObject
 Inheritedactive : Boolean
If an object is not alive, the game loop will not automatically call update() on it.
FlxObject
 Inheritedalpha : Number
Set alpha to a number between 0 and 1 to change the opacity of the sprite.
FlxSprite
  alwaysSimulate : Boolean
Actor
 Inheritedangle : Number
Set the angle of a sprite to rotate it.
FlxObject
 InheritedangularAcceleration : Number
How fast the spin speed should change.
FlxObject
 InheritedangularDrag : Number
Like drag but for spinning.
FlxObject
 InheritedangularVelocity : Number
This is how fast you want this sprite to spin.
FlxObject
 Inherited_animations : Array
FlxSprite
  anims : Array
Actor
 Inheritedantialiasing : Boolean
Controls whether the object is smoothed when rotated, affects performance.
FlxSprite
 Inheritedblend : String
Blending modes, just like Photoshop! E.g.
FlxSprite
  body : b2Body
Actor
  bodyDef : b2BodyDef
Actor
 Inheritedbottom : Number
[read-only] The Y coordinate of the bottom of the rectangle.
FlxRect
 InheritedcolHullX : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
FlxObject
 InheritedcolHullY : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
FlxObject
 InheritedcollideBottom : Boolean
Flag for direction collision resolution.
FlxObject
 InheritedcollideLeft : Boolean
Flag for direction collision resolution.
FlxObject
 InheritedcollideRight : Boolean
Flag for direction collision resolution.
FlxObject
 InheritedcollideTop : Boolean
Flag for direction collision resolution.
FlxObject
  collisions : Dictionary
Actor
 InheritedcolOffsets : Array
An array of FlxPoint objects.
FlxObject
 Inheritedcolor : uint
Set color to a number in this format: 0xRRGGBB.
FlxSprite
 InheritedcolVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution.
FlxObject
  contacts : Dictionary
Actor
  currSprite : FlxSprite
Actor
 Inheriteddead : Boolean
Handy for tracking gameplay or animations.
FlxObject
  defaultAnim : String
Actor
 Inheriteddrag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied when acceleration is not affecting the sprite.
FlxObject
 Inheritedexists : Boolean
Kind of a global on/off switch for any objects descended from FlxObject.
FlxObject
 Inheritedfacing : uint
Set facing using FlxSprite.LEFT,RIGHT, UP, and DOWN to take advantage of flipped sprites and/or just track player orientation more easily.
FlxSprite
 Inheritedfilter : *
FlxSprite
 Inheritedfinished : Boolean
Whether the current animation has finished its first (or only) loop.
FlxSprite
 Inheritedfixed : Boolean
If an object is 'fixed' in space, it will not budge when it collides with a not-fixed object.
FlxObject
 Inheritedframe : uint
Tell the sprite to change to a specific frame of animation.
FlxSprite
 InheritedframeHeight : uint
The height of the actual graphic or image being displayed (not necessarily the game object/bounding box).
FlxSprite
 Inherited_framePixels : BitmapData
FlxSprite
 InheritedframeWidth : uint
The width of the actual graphic or image being displayed (not necessarily the game object/bounding box).
FlxSprite
 Inherited_group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup.
FlxObject
  handlesCollisions : Boolean
Actor
 Inheritedhealth : Number
Handy for storing health percentage or armor points or whatever.
FlxObject
 Inheritedheight : Number
FlxRect
  ID : uint
Actor
  isCamera : Boolean
Actor
  isHUD : Boolean
Actor
  killLeaveScreen : Boolean
Actor
  lastCollided : Actor
Actor
  layerID : int
Actor
 Inheritedleft : Number
[read-only] The X coordinate of the left side of the rectangle.
FlxRect
 InheritedmaxAngular : Number
Use in conjunction with angularAcceleration for fluid spin speed control.
FlxObject
 InheritedmaxThrust : Number
Used to cap thrust, helpful and easy!
FlxObject
 InheritedmaxVelocity : FlxPoint
If you are using acceleration, you can use maxVelocity with it to cap the speed automatically (very useful!).
FlxObject
 Inheritedmoves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()).
FlxObject
  name : String
Actor
 Inheritedoffset : FlxPoint
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.
FlxSprite
 InheritedonFloor : Boolean
Flag that indicates whether or not you just hit the floor.
FlxObject
 Inheritedorigin : FlxPoint
WARNING: The origin of the sprite will default to its center.
FlxObject
 Inheritedpixels : BitmapData
Set pixels to any BitmapData object.
FlxSprite
 InheritedrealFrameCount : int
FlxSprite
  recycled : Boolean
Actor
  registry : Object
Actor
 Inheritedright : Number
[read-only] The X coordinate of the right side of the rectangle.
FlxRect
 Inheritedscale : FlxPoint
Change the size of your sprite's graphic.
FlxSprite
 InheritedscrollFactor : 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
  shapeMap : Array
Actor
 Inheritedsolid : Boolean
If an object is dead, the functions that automate collisions will skip it (see FlxG.overlapArrays() and FlxG.collideArrays()).
FlxObject
  sprite : Sprite
Actor
 Inheritedthrust : Number
If you want to do Asteroids style stuff, check out thrust, instead of directly accessing the object's velocity or acceleration.
FlxObject
 Inheritedtop : Number
[read-only] The Y coordinate of the top of the rectangle.
FlxRect
  tweenAngle : AngleHolder
Actor
  tweenLoc : Point
Actor
  typeID : int
Actor
 Inheritedvelocity : FlxPoint
The basic speed of this object.
FlxObject
 Inheritedvisible : Boolean
If an object is not visible, the game loop will not automatically call render() on it.
FlxObject
 Inheritedwidth : Number
FlxRect
 Inheritedx : Number
FlxPoint
 Inheritedy : Number
FlxPoint
Protected Properties
 PropertyDefined By
 Inherited_alpha : Number
FlxSprite
 Inherited_bakedRotation : Number
FlxSprite
 Inherited_caf : uint
FlxSprite
 Inherited_callback : Function
FlxSprite
 Inherited_color : uint
FlxSprite
 Inherited_ct : ColorTransform
FlxSprite
 Inherited_curAnim : FlxAnim
FlxSprite
 Inherited_curFrame : uint
FlxSprite
 Inherited_facing : uint
FlxSprite
 Inherited_flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
FlxObject
 Inherited_flashPointZero : Point
FlxSprite
 Inherited_flashRect : Rectangle
FlxSprite
 Inherited_flashRect2 : Rectangle
FlxSprite
 Inherited_flicker : Boolean
Internal helper used for retro-style flickering.
FlxObject
 Inherited_flickerTimer : Number
Internal helper used for retro-style flickering.
FlxObject
 Inherited_flipped : uint
FlxSprite
 Inherited_frameTimer : Number
FlxSprite
  game : GameState
Actor
  isRegion : Boolean
Actor
  isTerrainRegion : Boolean
Actor
  manager : BehaviorManager
Actor
 Inherited_mtx : Matrix
FlxSprite
 Inherited_pixels : BitmapData
FlxSprite
 Inherited_point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
FlxObject
 Inherited_rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
FlxObject
Public Methods
 MethodDefined By
  
Actor(game:GameState, ID:uint, groupID:int, x:Number = 0, y:Number = 0, layerID:Number = 0, width:Number = 32, height:Number = 32, sprite:Sprite = null, behaviorValues:Array = null, actorType:ActorType = null, bodyDef:b2BodyDef = null, isSensor:Boolean = false, isStationary:Boolean = false, isKinematic:Boolean = false, canRotate:Boolean = false, shape:b2Shape = null, invisible:Boolean = false, typeID:int = 0)
Actor
  
accelerate(angle:Number, speed:Number):void
Actor
  
accelerateX(dx:Number):void
Actor
  
accelerateY(dy:Number):void
Actor
  
addAnim(name:String, imgData:*, frameCount:Number = 1, frameWidth:Number = 0, frameHeight:Number = 0, durations:Array = null, looping:Boolean = true, shapes:Array = null):void
Actor
 Inherited
addAnimation(Name:String, Frames:Array, FrameRate:Number = 0, Looped:Boolean = true):void
Adds a new animation to the sprite.
FlxSprite
 Inherited
addAnimationCallback(AnimationCallback:Function):void
Pass in a function to be called whenever this sprite's animation changes.
FlxSprite
  
Actor
  
addContact(point:b2Contact):void
Actor
  
alwaysSimulates():Boolean
Actor
  
Actor
 Inherited
applyFilter(filter:*):void
FlxSprite
  
applyImpulse(dirX:Number, dirY:Number, magnitude:Number):void
Actor
  
applyImpulseInDirection(angle:Number, speed:Number):void
Actor
  
applyTorque(torque:Number):void
Actor
  
Actor
  
Actor
  
Actor
  
changeAngularVelocity(omega:Number):void
Actor
 Inherited
collide(Object:FlxObject = null):Boolean
FlxObject
  
createBox(width:Number, height:Number):b2PolygonShape
[static]
Actor
 Inherited
createGraphic(Width:uint, Height:uint, Color:uint = 0xffffffff, Unique:Boolean = false, Key:String = null):FlxSprite
This function creates a flat colored square image dynamically.
FlxSprite
  
destroy():void
[override]
Actor
  
die():void
Actor
  
Actor
  
disableBehavior(name:String):void
Actor
  
Actor
 Inherited
draw(Brush:FlxSprite, X:int = 0, Y:int = 0):void
This function draws or stamps one FlxSprite onto another.
FlxSprite
  
Actor
  
drawsImage():Boolean
Actor
  
Actor
  
enableBehavior(name:String):void
Actor
  
Actor
  
fadeTo(value:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
 Inherited
fill(Color:uint):void
Fills this sprite's graphic with a specific color.
FlxSprite
 Inherited
flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style.
FlxObject
 Inherited
flickering():Boolean
Check to see if the object is still flickering.
FlxObject
  
follow(a:Actor):void
Actor
  
followWithOffset(a:Actor, ox:int, oy:int):void
Actor
  
getActorValue(name:String):*
Actor
  
getAngle():Number
Actor
  
Actor
  
Actor
  
getAnimation():String
Actor
  
Actor
  
Actor
  
Actor
  
Actor
  
getHeight():Number
Actor
  
getID():int
Actor
  
getImage():BitmapData
Actor
  
Actor
  
Actor
  
Actor
  
getName():String
Actor
  
Actor
  
Actor
  
Actor
  
getScreenX():Number
Actor
 Inherited
[override] Call this function to figure out the on-screen position of the object.
FlxSprite
  
getScreenY():Number
Actor
  
Actor
  
getValue(behaviorName:String, attributeName:String):Object
Actor
  
getWidth():Number
Actor
  
getX():Number
Actor
  
getXCenter():Number
Actor
  
getXVelocity():Number
Actor
  
getY():Number
Actor
  
getYCenter():Number
Actor
  
getYVelocity():Number
Actor
  
growTo(scaleX:Number = 1, scaleY:Number = 1, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
  
Actor
  
hasActorValue(name:String):*
Actor
  
hasBehavior(name:String):Boolean
Actor
 Inherited
hitBottom(Contact:FlxObject, Velocity:Number):void
Called when this object's bottom edge collides with the top of another FlxObject.
FlxObject
 Inherited
hitLeft(Contact:FlxObject, Velocity:Number):void
Called when this object's left side collides with another FlxObject's right.
FlxObject
 Inherited
hitRight(Contact:FlxObject, Velocity:Number):void
Called when this object's right side collides with another FlxObject's left.
FlxObject
 Inherited
hitTop(Contact:FlxObject, Velocity:Number):void
Called when this object's top collides with the bottom of another FlxObject.
FlxObject
 Inherited
hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite.
FlxObject
  
ignoresGravity():Boolean
Actor
  
Actor
  
innerUpdate(hudCheck:Boolean):void
Actor
  
internalUpdate(doAll:Boolean):void
Actor
  
isAlive():Boolean
Actor
  
Actor
  
Actor
  
isBehaviorEnabled(name:String):Boolean
Actor
  
isDying():Boolean
Actor
  
isMouseDown():Boolean
Actor
  
isMouseHover():Boolean
Actor
  
isMouseOver():Boolean
Actor
  
isMousePressed():Boolean
Actor
  
isMouseReleased():Boolean
Actor
  
isOnScreen():Boolean
Actor
 Inherited
kill():void
Call this function to "kill" a sprite so that it no longer 'exists'.
FlxObject
  
Actor
 Inherited
loadExtGraphic(Graphic:Bitmap, Animated:Boolean = false, Reverse:Boolean = false, Width:uint = 0, Height:uint = 0, Unique:Boolean = false, Key:String = null):FlxSprite
FlxSprite
 Inherited
loadGraphic(Graphic:Class, Animated:Boolean = false, Reverse:Boolean = false, Width:uint = 0, Height:uint = 0, Unique:Boolean = false):FlxSprite
Load an image from an embedded graphic file.
FlxSprite
 Inherited
loadRotatedGraphic(Graphic:Class, Rotations:uint = 16, Frame:int = -1, AntiAliasing:Boolean = false, AutoBuffer:Boolean = false):FlxSprite
Create a pre-rotated sprite sheet from a simple sprite.
FlxSprite
  
Actor
  
moveBy(x:Number, y:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
  
moveTo(x:Number, y:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
  
moveToLayerOrder(layerOrder:int):void
Actor
 Inherited
onEmit():void
Triggered whenever this sprite is launched by a FlxEmitter.
FlxSprite
 Inherited
onScreen():Boolean
Check and see if this object is currently on screen.
FlxObject
 Inherited
overlaps(Object:FlxObject):Boolean
Checks to see if some FlxObject object overlaps this FlxObject object.
FlxObject
 Inherited
overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
[override] Checks to see if a point in 2D space overlaps this FlxCore object.
FlxSprite
 Inherited
play(AnimName:String, Force:Boolean = false):void
Plays an existing animation (e.g.
FlxSprite
 Inherited
playFromFrame(StartFrame:int = 0):void
Plays the current Animation from a specific frame
FlxSprite
 Inherited
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
  
push(dirX:Number, dirY:Number, magnitude:Number):void
Actor
  
pushInDirection(angle:Number, speed:Number):void
Actor
 Inherited
Tell the sprite to change to a random frame of animation Useful for instantiating particles or other weird things.
FlxSprite
 Inherited
Called by FlxObject.updateMotion() and some constructors to rebuild the basic collision data for this object.
FlxObject
  
Actor
  
Actor
  
removeFilter(filter:*):void
[override]
Actor
  
[override]
Actor
  
[override]
Actor
 Inherited
render():void
[override] Called by game loop, updates then blits or renders current frame of animation to the screen
FlxSprite
 Inherited
reset(X:Number, Y:Number):void
Handy function for reviving game objects.
FlxObject
  
rotate(angle:Number, inRadians:Boolean = true):void
Actor
  
say(behaviorName:String, msg:String, ... args):Object
Actor
  
Actor
  
sendToBack():void
Actor
  
setActorValue(name:String, value:*):void
Actor
  
setAngle(angle:Number, inRadians:Boolean = true):void
Actor
  
setAngularVelocity(omega:Number):void
Actor
  
setAnimation(name:String):void
Actor
  
setCurrentFrame(frame:int):void
Actor
  
setFilter(filter:*):void
[override]
Actor
  
setIgnoreGravity(state:Boolean):void
Actor
  
setLocation(x:int, y:int):void
Actor
  
setValue(behaviorName:String, attributeName:String, value:Object):void
Actor
  
setVelocity(angle:Number, speed:Number):void
Actor
  
setX(x:Number, resetSpeed:Boolean = false):void
Actor
  
setXVelocity(dx:Number):void
Actor
  
setY(y:Number, resetSpeed:Boolean = false):void
Actor
  
setYVelocity(dy:Number):void
Actor
  
shout(msg:String, ... args):Object
Actor
  
spinBy(angle:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
  
spinTo(angle:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
  
switchAnimation(name:String):void
Actor
  
Actor
  
toString():String
[override]
Actor
  
Actor
 Inherited
unsafeBind(Pixels:BitmapData):void
Internal function, currently only used to quickly update FlxState.screen for post-processing.
FlxSprite
  
update():void
[override]
Actor
 Inherited
Internal function for updating the sprite's animation.
FlxSprite
Protected Methods
 MethodDefined By
 Inherited
calcFrame():void
Internal function to update the current animation frame.
FlxSprite
  
[override]
Actor
 Inherited
Resets some important variables for sprite optimization and rendering.
FlxSprite
  
updateAnimProperties(doAll:Boolean):void
Actor
 Inherited
Just updates the retro-style flickering.
FlxObject
 Inherited
Internal function for updating the position and speed of this object.
FlxObject
Public Constants
 ConstantDefined By
 InheritedDOWN : uint = 3
[static] Useful for checking player orientation.
FlxSprite
 InheritedLEFT : uint = 0
[static] Useful for controlling flipped animations and checking player orientation.
FlxSprite
 InheritedRIGHT : uint = 1
[static] Useful for controlling flipped animations and checking player orientation.
FlxSprite
 InheritedUP : uint = 2
[static] Useful for checking player orientation.
FlxSprite
Protected Constants
 ConstantDefined By
 Inherited_pZero : FlxPoint
[static] A handy "empty point" object
FlxObject
Property Detail
alwaysSimulateproperty
public var alwaysSimulate:Boolean

animsproperty 
public var anims:Array

bodyproperty 
public var body:b2Body

bodyDefproperty 
public var bodyDef:b2BodyDef

collisionsproperty 
public var collisions:Dictionary

contactsproperty 
public var contacts:Dictionary

currSpriteproperty 
public var currSprite:FlxSprite

defaultAnimproperty 
public var defaultAnim:String

gameproperty 
protected var game:GameState

handlesCollisionsproperty 
public var handlesCollisions:Boolean

IDproperty 
public var ID:uint

isCameraproperty 
public var isCamera:Boolean

isHUDproperty 
public var isHUD:Boolean

isRegionproperty 
protected var isRegion:Boolean

isTerrainRegionproperty 
protected var isTerrainRegion:Boolean

killLeaveScreenproperty 
public var killLeaveScreen:Boolean

lastCollidedproperty 
public var lastCollided:Actor

layerIDproperty 
public var layerID:int

managerproperty 
protected var manager:BehaviorManager

nameproperty 
public var name:String

recycledproperty 
public var recycled:Boolean

registryproperty 
public var registry:Object

shapeMapproperty 
public var shapeMap:Array

spriteproperty 
public var sprite:Sprite

tweenAngleproperty 
public var tweenAngle:AngleHolder

tweenLocproperty 
public var tweenLoc:Point

typeIDproperty 
public var typeID:int

Constructor Detail
Actor()Constructor
public function Actor(game:GameState, ID:uint, groupID:int, x:Number = 0, y:Number = 0, layerID:Number = 0, width:Number = 32, height:Number = 32, sprite:Sprite = null, behaviorValues:Array = null, actorType:ActorType = null, bodyDef:b2BodyDef = null, isSensor:Boolean = false, isStationary:Boolean = false, isKinematic:Boolean = false, canRotate:Boolean = false, shape:b2Shape = null, invisible:Boolean = false, typeID:int = 0)



Parameters
game:GameState
 
ID:uint
 
groupID:int
 
x:Number (default = 0)
 
y:Number (default = 0)
 
layerID:Number (default = 0)
 
width:Number (default = 32)
 
height:Number (default = 32)
 
sprite:Sprite (default = null)
 
behaviorValues:Array (default = null)
 
actorType:ActorType (default = null)
 
bodyDef:b2BodyDef (default = null)
 
isSensor:Boolean (default = false)
 
isStationary:Boolean (default = false)
 
isKinematic:Boolean (default = false)
 
canRotate:Boolean (default = false)
 
shape:b2Shape (default = null)
 
invisible:Boolean (default = false)
 
typeID:int (default = 0)
Method Detail
accelerate()method
public function accelerate(angle:Number, speed:Number):void

Parameters

angle:Number
 
speed:Number

accelerateX()method 
public function accelerateX(dx:Number):void

Parameters

dx:Number

accelerateY()method 
public function accelerateY(dy:Number):void

Parameters

dy:Number

addAnim()method 
public function addAnim(name:String, imgData:*, frameCount:Number = 1, frameWidth:Number = 0, frameHeight:Number = 0, durations:Array = null, looping:Boolean = true, shapes:Array = null):void

Parameters

name:String
 
imgData:*
 
frameCount:Number (default = 1)
 
frameWidth:Number (default = 0)
 
frameHeight:Number (default = 0)
 
durations:Array (default = null)
 
looping:Boolean (default = true)
 
shapes:Array (default = null)

addBehavior()method 
public function addBehavior(b:Behavior):void

Parameters

b:Behavior

addContact()method 
public function addContact(point:b2Contact):void

Parameters

point:b2Contact

alwaysSimulates()method 
public function alwaysSimulates():Boolean

Returns
Boolean
anchorToScreen()method 
public function anchorToScreen():void

applyImpulse()method 
public function applyImpulse(dirX:Number, dirY:Number, magnitude:Number):void

Parameters

dirX:Number
 
dirY:Number
 
magnitude:Number

applyImpulseInDirection()method 
public function applyImpulseInDirection(angle:Number, speed:Number):void

Parameters

angle:Number
 
speed:Number

applyTorque()method 
public function applyTorque(torque:Number):void

Parameters

torque:Number

bringForward()method 
public function bringForward():void

bringToFront()method 
public function bringToFront():void

cancelTweens()method 
public function cancelTweens():void

changeAngularVelocity()method 
public function changeAngularVelocity(omega:Number):void

Parameters

omega:Number

createBox()method 
public static function createBox(width:Number, height:Number):b2PolygonShape

Parameters

width:Number
 
height:Number

Returns
b2PolygonShape
destroy()method 
override public function destroy():void

die()method 
public function die():void

disableActorDrawing()method 
public function disableActorDrawing():void

disableBehavior()method 
public function disableBehavior(name:String):void

Parameters

name:String

disableRotation()method 
public function disableRotation():void

drawImage()method 
public function drawImage(g:Graphics):void

Parameters

g:Graphics

drawsImage()method 
public function drawsImage():Boolean

Returns
Boolean
enableActorDrawing()method 
public function enableActorDrawing():void

enableBehavior()method 
public function enableBehavior(name:String):void

Parameters

name:String

enableRotation()method 
public function enableRotation():void

fadeTo()method 
public function fadeTo(value:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void

Parameters

value:Number
 
duration:int (default = 1000)
 
easing:String (default = linear)
 
delay:int (default = 0)

follow()method 
public function follow(a:Actor):void

Parameters

a:Actor

followWithOffset()method 
public function followWithOffset(a:Actor, ox:int, oy:int):void

Parameters

a:Actor
 
ox:int
 
oy:int

getActorValue()method 
public function getActorValue(name:String):*

Parameters

name:String

Returns
*
getAngle()method 
public function getAngle():Number

Returns
Number
getAngleInDegrees()method 
public function getAngleInDegrees():Number

Returns
Number
getAngularVelocity()method 
public function getAngularVelocity():Number

Returns
Number
getAnimation()method 
public function getAnimation():String

Returns
String
getBody()method 
public function getBody():b2Body

Returns
b2Body
getCurrentFrame()method 
public function getCurrentFrame():int

Returns
int
getGroup()method 
public function getGroup():FlxGroup

Returns
FlxGroup
getGroupID()method 
public function getGroupID():int

Returns
int
getHeight()method 
public function getHeight():Number

Returns
Number
getID()method 
public function getID():int

Returns
int
getImage()method 
public function getImage():BitmapData

Returns
BitmapData
getLastCollidedActor()method 
public function getLastCollidedActor():Actor

Returns
Actor
getLayerID()method 
public function getLayerID():int

Returns
int
getLayerOrder()method 
public function getLayerOrder():int

Returns
int
getName()method 
public function getName():String

Returns
String
getNumFrames()method 
public function getNumFrames():int

Returns
int
getPhysicsHeight()method 
public function getPhysicsHeight():Number

Returns
Number
getPhysicsWidth()method 
public function getPhysicsWidth():Number

Returns
Number
getScreenX()method 
public function getScreenX():Number

Returns
Number
getScreenY()method 
public function getScreenY():Number

Returns
Number
getType()method 
public function getType():ActorType

Returns
ActorType
getValue()method 
public function getValue(behaviorName:String, attributeName:String):Object

Parameters

behaviorName:String
 
attributeName:String

Returns
Object
getWidth()method 
public function getWidth():Number

Returns
Number
getX()method 
public function getX():Number

Returns
Number
getXCenter()method 
public function getXCenter():Number

Returns
Number
getXVelocity()method 
public function getXVelocity():Number

Returns
Number
getY()method 
public function getY():Number

Returns
Number
getYCenter()method 
public function getYCenter():Number

Returns
Number
getYVelocity()method 
public function getYVelocity():Number

Returns
Number
growTo()method 
public function growTo(scaleX:Number = 1, scaleY:Number = 1, duration:int = 1000, easing:String = linear, delay:int = 0):void

Parameters

scaleX:Number (default = 1)
 
scaleY:Number (default = 1)
 
duration:int (default = 1000)
 
easing:String (default = linear)
 
delay:int (default = 0)

handleCollision()method 
public function handleCollision(event:Collision):void

Parameters

event:Collision

hasActorValue()method 
public function hasActorValue(name:String):*

Parameters

name:String

Returns
*
hasBehavior()method 
public function hasBehavior(name:String):Boolean

Parameters

name:String

Returns
Boolean
ignoresGravity()method 
public function ignoresGravity():Boolean

Returns
Boolean
initScripts()method 
public function initScripts():void

innerUpdate()method 
public function innerUpdate(hudCheck:Boolean):void

Parameters

hudCheck:Boolean

internalUpdate()method 
public function internalUpdate(doAll:Boolean):void

Parameters

doAll:Boolean

isAlive()method 
public function isAlive():Boolean

Returns
Boolean
isAnchoredToScreen()method 
public function isAnchoredToScreen():Boolean

Returns
Boolean
isAnimationPlaying()method 
public function isAnimationPlaying():Boolean

Returns
Boolean
isBehaviorEnabled()method 
public function isBehaviorEnabled(name:String):Boolean

Parameters

name:String

Returns
Boolean
isDying()method 
public function isDying():Boolean

Returns
Boolean
isMouseDown()method 
public function isMouseDown():Boolean

Returns
Boolean
isMouseHover()method 
public function isMouseHover():Boolean

Returns
Boolean
isMouseOver()method 
public function isMouseOver():Boolean

Returns
Boolean
isMousePressed()method 
public function isMousePressed():Boolean

Returns
Boolean
isMouseReleased()method 
public function isMouseReleased():Boolean

Returns
Boolean
isOnScreen()method 
public function isOnScreen():Boolean

Returns
Boolean
killSelfAfterLeavingScreen()method 
public function killSelfAfterLeavingScreen():void

makeAlwaysSimulate()method 
public function makeAlwaysSimulate():void

moveBy()method 
public function moveBy(x:Number, y:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void

Parameters

x:Number
 
y:Number
 
duration:int (default = 1000)
 
easing:String (default = linear)
 
delay:int (default = 0)

moveTo()method 
public function moveTo(x:Number, y:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void

Parameters

x:Number
 
y:Number
 
duration:int (default = 1000)
 
easing:String (default = linear)
 
delay:int (default = 0)

moveToLayerOrder()method 
public function moveToLayerOrder(layerOrder:int):void

Parameters

layerOrder:int

push()method 
public function push(dirX:Number, dirY:Number, magnitude:Number):void

Parameters

dirX:Number
 
dirY:Number
 
magnitude:Number

pushInDirection()method 
public function pushInDirection(angle:Number, speed:Number):void

Parameters

angle:Number
 
speed:Number

registerCollisionHandler()method 
public function registerCollisionHandler(b:Behavior):void

Parameters

b:Behavior

removeContact()method 
public function removeContact(point:b2Contact):void

Parameters

point:b2Contact

removeFilter()method 
override public function removeFilter(filter:*):void

Parameters

filter:*

removeFirstFilter()method 
override public function removeFirstFilter():void

removeLastFilter()method 
override public function removeLastFilter():void

renderSprite()method 
override protected function renderSprite():void

rotate()method 
public function rotate(angle:Number, inRadians:Boolean = true):void

Parameters

angle:Number
 
inRadians:Boolean (default = true)

say()method 
public function say(behaviorName:String, msg:String, ... args):Object

Parameters

behaviorName:String
 
msg:String
 
... args

Returns
Object
sendBackward()method 
public function sendBackward():void

sendToBack()method 
public function sendToBack():void

setActorValue()method 
public function setActorValue(name:String, value:*):void

Parameters

name:String
 
value:*

setAngle()method 
public function setAngle(angle:Number, inRadians:Boolean = true):void

Parameters

angle:Number
 
inRadians:Boolean (default = true)

setAngularVelocity()method 
public function setAngularVelocity(omega:Number):void

Parameters

omega:Number

setAnimation()method 
public function setAnimation(name:String):void

Parameters

name:String

setCurrentFrame()method 
public function setCurrentFrame(frame:int):void

Parameters

frame:int

setFilter()method 
override public function setFilter(filter:*):void

Parameters

filter:*

setIgnoreGravity()method 
public function setIgnoreGravity(state:Boolean):void

Parameters

state:Boolean

setLocation()method 
public function setLocation(x:int, y:int):void

Parameters

x:int
 
y:int

setValue()method 
public function setValue(behaviorName:String, attributeName:String, value:Object):void

Parameters

behaviorName:String
 
attributeName:String
 
value:Object

setVelocity()method 
public function setVelocity(angle:Number, speed:Number):void

Parameters

angle:Number
 
speed:Number

setX()method 
public function setX(x:Number, resetSpeed:Boolean = false):void

Parameters

x:Number
 
resetSpeed:Boolean (default = false)

setXVelocity()method 
public function setXVelocity(dx:Number):void

Parameters

dx:Number

setY()method 
public function setY(y:Number, resetSpeed:Boolean = false):void

Parameters

y:Number
 
resetSpeed:Boolean (default = false)

setYVelocity()method 
public function setYVelocity(dy:Number):void

Parameters

dy:Number

shout()method 
public function shout(msg:String, ... args):Object

Parameters

msg:String
 
... args

Returns
Object
spinBy()method 
public function spinBy(angle:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void

Parameters

angle:Number
 
duration:int (default = 1000)
 
easing:String (default = linear)
 
delay:int (default = 0)

spinTo()method 
public function spinTo(angle:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void

Parameters

angle:Number
 
duration:int (default = 1000)
 
easing:String (default = linear)
 
delay:int (default = 0)

switchAnimation()method 
public function switchAnimation(name:String):void

Parameters

name:String

switchToDefaultAnimation()method 
public function switchToDefaultAnimation():void

toString()method 
override public function toString():String

Returns
String
unanchorFromScreen()method 
public function unanchorFromScreen():void

update()method 
override public function update():void

updateAnimProperties()method 
protected function updateAnimProperties(doAll:Boolean):void

Parameters

doAll:Boolean