| Package | stencyl.api.engine.actor |
| Class | public class Actor |
| Inheritance | Actor FlxSprite FlxObject FlxRect FlxPoint Object |
| Subclasses | Region, TerrainRegion |
| 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 | |
![]() | alpha : Number
Set alpha to a number between 0 and 1 to change the opacity of the sprite. | FlxSprite | |
| alwaysSimulate : Boolean | Actor | ||
![]() | 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 | |
![]() | _animations : Array | FlxSprite | |
| anims : Array | Actor | ||
![]() | antialiasing : Boolean
Controls whether the object is smoothed when rotated, affects performance. | FlxSprite | |
![]() | blend : String
Blending modes, just like Photoshop!
E.g. | FlxSprite | |
| body : b2Body | Actor | ||
| bodyDef : b2BodyDef | Actor | ||
![]() | 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 | |
| collisions : Dictionary | Actor | ||
![]() | colOffsets : Array
An array of FlxPoint objects. | FlxObject | |
![]() | color : uint
Set color to a number in this format: 0xRRGGBB. | FlxSprite | |
![]() | colVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution. | FlxObject | |
| contacts : Dictionary | Actor | ||
| currSprite : FlxSprite | Actor | ||
![]() | dead : Boolean
Handy for tracking gameplay or animations. | FlxObject | |
| defaultAnim : String | Actor | ||
![]() | 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 | |
![]() | facing : 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 | |
![]() | filter : * | FlxSprite | |
![]() | finished : Boolean
Whether the current animation has finished its first (or only) loop. | FlxSprite | |
![]() | fixed : Boolean
If an object is 'fixed' in space, it will not budge when it collides with a not-fixed object. | FlxObject | |
![]() | frame : uint
Tell the sprite to change to a specific frame of animation. | FlxSprite | |
![]() | frameHeight : uint
The height of the actual graphic or image being displayed (not necessarily the game object/bounding box). | FlxSprite | |
![]() | _framePixels : BitmapData | FlxSprite | |
![]() | frameWidth : uint
The width of the actual graphic or image being displayed (not necessarily the game object/bounding box). | FlxSprite | |
![]() | _group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup. | FlxObject | |
| handlesCollisions : Boolean | Actor | ||
![]() | health : Number
Handy for storing health percentage or armor points or whatever. | FlxObject | |
![]() | height : Number | FlxRect | |
| ID : uint | Actor | ||
| isCamera : Boolean | Actor | ||
| isHUD : Boolean | Actor | ||
| killLeaveScreen : Boolean | Actor | ||
| lastCollided : Actor | Actor | ||
| layerID : int | Actor | ||
![]() | 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 | |
![]() | moves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). | FlxObject | |
| name : String | Actor | ||
![]() | offset : 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 | |
![]() | 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 | |
![]() | pixels : BitmapData
Set pixels to any BitmapData object. | FlxSprite | |
![]() | realFrameCount : int | FlxSprite | |
| recycled : Boolean | Actor | ||
| registry : Object | Actor | ||
![]() | right : Number [read-only]
The X coordinate of the right side of the rectangle. | FlxRect | |
![]() | scale : FlxPoint
Change the size of your sprite's graphic. | FlxSprite | |
![]() | 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 | |
| shapeMap : Array | Actor | ||
![]() | solid : Boolean
If an object is dead, the functions that automate collisions will skip it (see FlxG.overlapArrays() and FlxG.collideArrays()). | FlxObject | |
| sprite : Sprite | Actor | ||
![]() | 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 | |
| tweenAngle : AngleHolder | Actor | ||
| tweenLoc : Point | Actor | ||
| typeID : int | Actor | ||
![]() | 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 | ||
|---|---|---|---|
![]() | _alpha : Number | FlxSprite | |
![]() | _bakedRotation : Number | FlxSprite | |
![]() | _caf : uint | FlxSprite | |
![]() | _callback : Function | FlxSprite | |
![]() | _color : uint | FlxSprite | |
![]() | _ct : ColorTransform | FlxSprite | |
![]() | _curAnim : FlxAnim | FlxSprite | |
![]() | _curFrame : uint | FlxSprite | |
![]() | _facing : uint | FlxSprite | |
![]() | _flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
| FlxObject | |
![]() | _flashPointZero : Point | FlxSprite | |
![]() | _flashRect : Rectangle | FlxSprite | |
![]() | _flashRect2 : Rectangle | FlxSprite | |
![]() | _flicker : Boolean
Internal helper used for retro-style flickering. | FlxObject | |
![]() | _flickerTimer : Number
Internal helper used for retro-style flickering. | FlxObject | |
![]() | _flipped : uint | FlxSprite | |
![]() | _frameTimer : Number | FlxSprite | |
| game : GameState | Actor | ||
| isRegion : Boolean | Actor | ||
| isTerrainRegion : Boolean | Actor | ||
| manager : BehaviorManager | Actor | ||
![]() | _mtx : Matrix | FlxSprite | |
![]() | _pixels : BitmapData | FlxSprite | |
![]() | _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 | ||
|---|---|---|---|
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 | ||
![]() | addAnimation(Name:String, Frames:Array, FrameRate:Number = 0, Looped:Boolean = true):void
Adds a new animation to the sprite. | FlxSprite | |
![]() | addAnimationCallback(AnimationCallback:Function):void
Pass in a function to be called whenever this sprite's animation changes. | FlxSprite | |
addBehavior(b:Behavior):void | Actor | ||
addContact(point:b2Contact):void | Actor | ||
alwaysSimulates():Boolean | Actor | ||
anchorToScreen():void | Actor | ||
![]() | 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 | ||
bringForward():void | Actor | ||
bringToFront():void | Actor | ||
cancelTweens():void | Actor | ||
changeAngularVelocity(omega:Number):void | Actor | ||
![]() | FlxObject | ||
createBox(width:Number, height:Number):b2PolygonShape [static] | Actor | ||
![]() | 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 | ||
disableActorDrawing():void | Actor | ||
disableBehavior(name:String):void | Actor | ||
disableRotation():void | Actor | ||
![]() |
This function draws or stamps one FlxSprite onto another. | FlxSprite | |
| Actor | |||
drawsImage():Boolean | Actor | ||
enableActorDrawing():void | Actor | ||
enableBehavior(name:String):void | Actor | ||
enableRotation():void | Actor | ||
fadeTo(value:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void | Actor | ||
![]() | fill(Color:uint):void
Fills this sprite's graphic with a specific color. | FlxSprite | |
![]() | 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 | |
| Actor | |||
followWithOffset(a:Actor, ox:int, oy:int):void | Actor | ||
getActorValue(name:String):* | Actor | ||
getAngle():Number | Actor | ||
getAngleInDegrees():Number | Actor | ||
getAngularVelocity():Number | Actor | ||
getAnimation():String | Actor | ||
| Actor | |||
getCurrentFrame():int | Actor | ||
| Actor | |||
getGroupID():int | Actor | ||
getHeight():Number | Actor | ||
getID():int | Actor | ||
getImage():BitmapData | Actor | ||
| Actor | |||
getLayerID():int | Actor | ||
getLayerOrder():int | Actor | ||
getName():String | Actor | ||
getNumFrames():int | Actor | ||
getPhysicsHeight():Number | Actor | ||
getPhysicsWidth():Number | Actor | ||
getScreenX():Number | Actor | ||
![]() | [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 | ||
handleCollision(event:Collision):void | Actor | ||
hasActorValue(name:String):* | Actor | ||
hasBehavior(name:String):Boolean | Actor | ||
![]() |
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 | |
ignoresGravity():Boolean | Actor | ||
initScripts():void | Actor | ||
innerUpdate(hudCheck:Boolean):void | Actor | ||
internalUpdate(doAll:Boolean):void | Actor | ||
isAlive():Boolean | Actor | ||
isAnchoredToScreen():Boolean | Actor | ||
isAnimationPlaying():Boolean | 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 | ||
![]() | kill():void
Call this function to "kill" a sprite so that it no longer 'exists'. | FlxObject | |
killSelfAfterLeavingScreen():void | Actor | ||
![]() | loadExtGraphic(Graphic:Bitmap, Animated:Boolean = false, Reverse:Boolean = false, Width:uint = 0, Height:uint = 0, Unique:Boolean = false, Key:String = null):FlxSprite | FlxSprite | |
![]() | 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 | |
![]() | 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 | |
makeAlwaysSimulate():void | 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 | ||
![]() | onEmit():void
Triggered whenever this sprite is launched by a FlxEmitter. | FlxSprite | |
![]() | 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 [override]
Checks to see if a point in 2D space overlaps this FlxCore object. | FlxSprite | |
![]() | play(AnimName:String, Force:Boolean = false):void
Plays an existing animation (e.g. | FlxSprite | |
![]() | playFromFrame(StartFrame:int = 0):void
Plays the current Animation from a specific frame
| FlxSprite | |
![]() | 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 | ||
![]() | randomFrame():void
Tell the sprite to change to a random frame of animation
Useful for instantiating particles or other weird things. | FlxSprite | |
![]() | refreshHulls():void
Called by FlxObject.updateMotion() and some constructors to
rebuild the basic collision data for this object. | FlxObject | |
registerCollisionHandler(b:Behavior):void | Actor | ||
removeContact(point:b2Contact):void | Actor | ||
removeFilter(filter:*):void [override] | Actor | ||
removeFirstFilter():void [override] | Actor | ||
removeLastFilter():void [override] | Actor | ||
![]() | render():void [override]
Called by game loop, updates then blits or renders current frame of animation to the screen
| FlxSprite | |
![]() | 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 | ||
sendBackward():void | 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 | ||
switchToDefaultAnimation():void | Actor | ||
toString():String [override] | Actor | ||
unanchorFromScreen():void | Actor | ||
![]() | unsafeBind(Pixels:BitmapData):void
Internal function, currently only used to quickly update FlxState.screen for post-processing. | FlxSprite | |
update():void [override] | Actor | ||
![]() | updateAnimation():void
Internal function for updating the sprite's animation. | FlxSprite | |
| Method | Defined By | ||
|---|---|---|---|
![]() | calcFrame():void
Internal function to update the current animation frame. | FlxSprite | |
renderSprite():void [override] | Actor | ||
![]() | resetHelpers():void
Resets some important variables for sprite optimization and rendering. | FlxSprite | |
updateAnimProperties(doAll:Boolean):void | Actor | ||
![]() | updateFlickering():void
Just updates the retro-style flickering. | FlxObject | |
![]() | updateMotion():void
Internal function for updating the position and speed of this object. | FlxObject | |
| alwaysSimulate | property |
public var alwaysSimulate:Boolean| anims | property |
public var anims:Array| body | property |
public var body:b2Body| bodyDef | property |
public var bodyDef:b2BodyDef| collisions | property |
public var collisions:Dictionary| contacts | property |
public var contacts:Dictionary| currSprite | property |
public var currSprite:FlxSprite| defaultAnim | property |
public var defaultAnim:String| game | property |
protected var game:GameState| handlesCollisions | property |
public var handlesCollisions:Boolean| ID | property |
public var ID:uint| isCamera | property |
public var isCamera:Boolean| isHUD | property |
public var isHUD:Boolean| isRegion | property |
protected var isRegion:Boolean| isTerrainRegion | property |
protected var isTerrainRegion:Boolean| killLeaveScreen | property |
public var killLeaveScreen:Boolean| lastCollided | property |
public var lastCollided:Actor| layerID | property |
public var layerID:int| manager | property |
protected var manager:BehaviorManager| name | property |
public var name:String| recycled | property |
public var recycled:Boolean| registry | property |
public var registry:Object| shapeMap | property |
public var shapeMap:Array| sprite | property |
public var sprite:Sprite| tweenAngle | property |
public var tweenAngle:AngleHolder| tweenLoc | property |
public var tweenLoc:Point| typeID | property |
public var typeID:int| 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)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) |
| accelerate | () | method |
public function accelerate(angle:Number, speed:Number):voidParameters
angle:Number | |
speed:Number |
| accelerateX | () | method |
public function accelerateX(dx:Number):voidParameters
dx:Number |
| accelerateY | () | method |
public function accelerateY(dy:Number):voidParameters
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):voidParameters
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 |
| addContact | () | method |
| alwaysSimulates | () | method |
public function alwaysSimulates():BooleanReturnsBoolean |
| anchorToScreen | () | method |
public function anchorToScreen():void| applyImpulse | () | method |
public function applyImpulse(dirX:Number, dirY:Number, magnitude:Number):voidParameters
dirX:Number | |
dirY:Number | |
magnitude:Number |
| applyImpulseInDirection | () | method |
public function applyImpulseInDirection(angle:Number, speed:Number):voidParameters
angle:Number | |
speed:Number |
| applyTorque | () | method |
public function applyTorque(torque:Number):voidParameters
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):voidParameters
omega:Number |
| createBox | () | method |
public static function createBox(width:Number, height:Number):b2PolygonShapeParameters
width:Number | |
height:Number |
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):voidParameters
name:String |
| disableRotation | () | method |
public function disableRotation():void| drawImage | () | method |
| drawsImage | () | method |
public function drawsImage():BooleanReturnsBoolean |
| enableActorDrawing | () | method |
public function enableActorDrawing():void| enableBehavior | () | method |
public function enableBehavior(name:String):voidParameters
name:String |
| enableRotation | () | method |
public function enableRotation():void| fadeTo | () | method |
public function fadeTo(value:Number, duration:int = 1000, easing:String = linear, delay:int = 0):voidParameters
value:Number | |
duration:int (default = 1000) | |
easing:String (default = linear) | |
delay:int (default = 0) |
| follow | () | method |
| followWithOffset | () | method |
| getActorValue | () | method |
public function getActorValue(name:String):*Parameters
name:String |
* |
| getAngle | () | method |
public function getAngle():NumberReturnsNumber |
| getAngleInDegrees | () | method |
public function getAngleInDegrees():NumberReturnsNumber |
| getAngularVelocity | () | method |
public function getAngularVelocity():NumberReturnsNumber |
| getAnimation | () | method |
public function getAnimation():StringReturnsString |
| getBody | () | method |
| getCurrentFrame | () | method |
public function getCurrentFrame():intReturnsint |
| getGroup | () | method |
| getGroupID | () | method |
public function getGroupID():intReturnsint |
| getHeight | () | method |
public function getHeight():NumberReturnsNumber |
| getID | () | method |
public function getID():intReturnsint |
| getImage | () | method |
public function getImage():BitmapDataReturnsBitmapData |
| getLastCollidedActor | () | method |
| getLayerID | () | method |
public function getLayerID():intReturnsint |
| getLayerOrder | () | method |
public function getLayerOrder():intReturnsint |
| getName | () | method |
public function getName():StringReturnsString |
| getNumFrames | () | method |
public function getNumFrames():intReturnsint |
| getPhysicsHeight | () | method |
public function getPhysicsHeight():NumberReturnsNumber |
| getPhysicsWidth | () | method |
public function getPhysicsWidth():NumberReturnsNumber |
| getScreenX | () | method |
public function getScreenX():NumberReturnsNumber |
| getScreenY | () | method |
public function getScreenY():NumberReturnsNumber |
| getType | () | method |
| getValue | () | method |
public function getValue(behaviorName:String, attributeName:String):ObjectParameters
behaviorName:String | |
attributeName:String |
Object |
| getWidth | () | method |
public function getWidth():NumberReturnsNumber |
| getX | () | method |
public function getX():NumberReturnsNumber |
| getXCenter | () | method |
public function getXCenter():NumberReturnsNumber |
| getXVelocity | () | method |
public function getXVelocity():NumberReturnsNumber |
| getY | () | method |
public function getY():NumberReturnsNumber |
| getYCenter | () | method |
public function getYCenter():NumberReturnsNumber |
| getYVelocity | () | method |
public function getYVelocity():NumberReturnsNumber |
| growTo | () | method |
public function growTo(scaleX:Number = 1, scaleY:Number = 1, duration:int = 1000, easing:String = linear, delay:int = 0):voidParameters
scaleX:Number (default = 1) | |
scaleY:Number (default = 1) | |
duration:int (default = 1000) | |
easing:String (default = linear) | |
delay:int (default = 0) |
| handleCollision | () | method |
| hasActorValue | () | method |
public function hasActorValue(name:String):*Parameters
name:String |
* |
| hasBehavior | () | method |
public function hasBehavior(name:String):BooleanParameters
name:String |
Boolean |
| ignoresGravity | () | method |
public function ignoresGravity():BooleanReturnsBoolean |
| initScripts | () | method |
public function initScripts():void| innerUpdate | () | method |
public function innerUpdate(hudCheck:Boolean):voidParameters
hudCheck:Boolean |
| internalUpdate | () | method |
public function internalUpdate(doAll:Boolean):voidParameters
doAll:Boolean |
| isAlive | () | method |
public function isAlive():BooleanReturnsBoolean |
| isAnchoredToScreen | () | method |
public function isAnchoredToScreen():BooleanReturnsBoolean |
| isAnimationPlaying | () | method |
public function isAnimationPlaying():BooleanReturnsBoolean |
| isBehaviorEnabled | () | method |
public function isBehaviorEnabled(name:String):BooleanParameters
name:String |
Boolean |
| isDying | () | method |
public function isDying():BooleanReturnsBoolean |
| isMouseDown | () | method |
public function isMouseDown():BooleanReturnsBoolean |
| isMouseHover | () | method |
public function isMouseHover():BooleanReturnsBoolean |
| isMouseOver | () | method |
public function isMouseOver():BooleanReturnsBoolean |
| isMousePressed | () | method |
public function isMousePressed():BooleanReturnsBoolean |
| isMouseReleased | () | method |
public function isMouseReleased():BooleanReturnsBoolean |
| isOnScreen | () | method |
public function isOnScreen():BooleanReturnsBoolean |
| 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):voidParameters
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):voidParameters
x:Number | |
y:Number | |
duration:int (default = 1000) | |
easing:String (default = linear) | |
delay:int (default = 0) |
| moveToLayerOrder | () | method |
public function moveToLayerOrder(layerOrder:int):voidParameters
layerOrder:int |
| push | () | method |
public function push(dirX:Number, dirY:Number, magnitude:Number):voidParameters
dirX:Number | |
dirY:Number | |
magnitude:Number |
| pushInDirection | () | method |
public function pushInDirection(angle:Number, speed:Number):voidParameters
angle:Number | |
speed:Number |
| registerCollisionHandler | () | method |
| removeContact | () | method |
| removeFilter | () | method |
override public function removeFilter(filter:*):voidParameters
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):voidParameters
angle:Number | |
inRadians:Boolean (default = true) |
| say | () | method |
public function say(behaviorName:String, msg:String, ... args):ObjectParameters
behaviorName:String | |
msg:String | |
... args |
Object |
| sendBackward | () | method |
public function sendBackward():void| sendToBack | () | method |
public function sendToBack():void| setActorValue | () | method |
public function setActorValue(name:String, value:*):voidParameters
name:String | |
value:* |
| setAngle | () | method |
public function setAngle(angle:Number, inRadians:Boolean = true):voidParameters
angle:Number | |
inRadians:Boolean (default = true) |
| setAngularVelocity | () | method |
public function setAngularVelocity(omega:Number):voidParameters
omega:Number |
| setAnimation | () | method |
public function setAnimation(name:String):voidParameters
name:String |
| setCurrentFrame | () | method |
public function setCurrentFrame(frame:int):voidParameters
frame:int |
| setFilter | () | method |
override public function setFilter(filter:*):voidParameters
filter:* |
| setIgnoreGravity | () | method |
public function setIgnoreGravity(state:Boolean):voidParameters
state:Boolean |
| setLocation | () | method |
public function setLocation(x:int, y:int):voidParameters
x:int | |
y:int |
| setValue | () | method |
public function setValue(behaviorName:String, attributeName:String, value:Object):voidParameters
behaviorName:String | |
attributeName:String | |
value:Object |
| setVelocity | () | method |
public function setVelocity(angle:Number, speed:Number):voidParameters
angle:Number | |
speed:Number |
| setX | () | method |
public function setX(x:Number, resetSpeed:Boolean = false):voidParameters
x:Number | |
resetSpeed:Boolean (default = false) |
| setXVelocity | () | method |
public function setXVelocity(dx:Number):voidParameters
dx:Number |
| setY | () | method |
public function setY(y:Number, resetSpeed:Boolean = false):voidParameters
y:Number | |
resetSpeed:Boolean (default = false) |
| setYVelocity | () | method |
public function setYVelocity(dy:Number):voidParameters
dy:Number |
| shout | () | method |
public function shout(msg:String, ... args):ObjectParameters
msg:String | |
... args |
Object |
| spinBy | () | method |
public function spinBy(angle:Number, duration:int = 1000, easing:String = linear, delay:int = 0):voidParameters
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):voidParameters
angle:Number | |
duration:int (default = 1000) | |
easing:String (default = linear) | |
delay:int (default = 0) |
| switchAnimation | () | method |
public function switchAnimation(name:String):voidParameters
name:String |
| switchToDefaultAnimation | () | method |
public function switchToDefaultAnimation():void| toString | () | method |
override public function toString():StringReturnsString |
| unanchorFromScreen | () | method |
public function unanchorFromScreen():void| update | () | method |
override public function update():void| updateAnimProperties | () | method |
protected function updateAnimProperties(doAll:Boolean):voidParameters
doAll:Boolean |