Package | stencyl.api.engine.scene |
Class | public class Layer |
Inheritance | Layer FlxGroup FlxObject FlxRect FlxPoint Object |
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 | Layer | ||
alpha : Number [write-only] | Layer | ||
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 | ||
order : Number | Layer | ||
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 | ||
---|---|---|---|
_color : uint | Layer | ||
_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 | ||
---|---|---|---|
Layer | |||
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] | Layer | ||
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 |
_alpha | property |
public var _alpha:Number
_color | property |
protected var _color:uint
alpha | property |
alpha:Number
[write-only] public function set alpha(value:Number):void
order | property |
public var order:Number
Layer | () | Constructor |
public function Layer(ID:Number, order:Number, tiles:TileLayer)
ID:Number | |
order:Number | |
tiles:TileLayer |
render | () | method |
override public function render():void