Packagestencyl.api.engine.scene
Classpublic class Region
InheritanceRegion Inheritance Actor Inheritance FlxSprite Inheritance FlxObject Inheritance FlxRect Inheritance FlxPoint Inheritance Object



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
 InheritedalwaysSimulate : 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
 Inheritedanims : 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
 Inheritedbody : b2Body
Actor
 InheritedbodyDef : 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
 Inheritedcollisions : 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
 Inheritedcontacts : Dictionary
Actor
 InheritedcurrSprite : FlxSprite
Actor
 Inheriteddead : Boolean
Handy for tracking gameplay or animations.
FlxObject
 InheriteddefaultAnim : 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
 InheritedhandlesCollisions : Boolean
Actor
 Inheritedhealth : Number
Handy for storing health percentage or armor points or whatever.
FlxObject
 Inheritedheight : Number
FlxRect
 InheritedID : uint
Actor
 InheritedisCamera : Boolean
Actor
  isCircle : Boolean
Region
 InheritedisHUD : Boolean
Actor
 InheritedkillLeaveScreen : Boolean
Actor
 InheritedlastCollided : Actor
Actor
 InheritedlayerID : 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
 Inheritedname : 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
 Inheritedrecycled : Boolean
Actor
 Inheritedregistry : 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
 InheritedshapeMap : Array
Actor
 Inheritedsolid : Boolean
If an object is dead, the functions that automate collisions will skip it (see FlxG.overlapArrays() and FlxG.collideArrays()).
FlxObject
 Inheritedsprite : 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
 InheritedtweenAngle : AngleHolder
Actor
 InheritedtweenLoc : Point
Actor
 InheritedtypeID : 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
 Inheritedgame : GameState
Actor
 InheritedisRegion : Boolean
Actor
 InheritedisTerrainRegion : Boolean
Actor
 Inheritedmanager : 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
  
Region(game:GameState, x:Number, y:Number, shapes:Array)
Region
 Inherited
accelerate(angle:Number, speed:Number):void
Actor
 Inherited
accelerateX(dx:Number):void
Actor
 Inherited
accelerateY(dy:Number):void
Actor
  
addActor(actor:Actor):void
Region
 Inherited
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
 Inherited
Actor
 Inherited
addContact(point:b2Contact):void
Actor
 Inherited
alwaysSimulates():Boolean
Actor
 Inherited
Actor
 Inherited
applyFilter(filter:*):void
FlxSprite
 Inherited
applyImpulse(dirX:Number, dirY:Number, magnitude:Number):void
Actor
 Inherited
applyImpulseInDirection(angle:Number, speed:Number):void
Actor
 Inherited
applyTorque(torque:Number):void
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
changeAngularVelocity(omega:Number):void
Actor
 Inherited
collide(Object:FlxObject = null):Boolean
FlxObject
  
containsActor(actor:Actor):Boolean
Region
 Inherited
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
 Inherited
destroy():void
[override]
Actor
 Inherited
die():void
Actor
 Inherited
Actor
 Inherited
disableBehavior(name:String):void
Actor
 Inherited
Actor
 Inherited
draw(Brush:FlxSprite, X:int = 0, Y:int = 0):void
This function draws or stamps one FlxSprite onto another.
FlxSprite
 Inherited
Actor
 Inherited
drawsImage():Boolean
Actor
 Inherited
Actor
 Inherited
enableBehavior(name:String):void
Actor
 Inherited
Actor
 Inherited
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(actor:Actor):void
[override]
Region
 Inherited
followWithOffset(a:Actor, ox:int, oy:int):void
Actor
 Inherited
getActorValue(name:String):*
Actor
 Inherited
getAngle():Number
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
getAnimation():String
Actor
 Inherited
Actor
  
Region
 Inherited
Actor
 Inherited
Actor
 Inherited
Actor
  
getHeight():Number
[override]
Region
 Inherited
getID():int
Actor
 Inherited
getImage():BitmapData
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
getName():String
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
getScreenX():Number
Actor
 Inherited
[override] Call this function to figure out the on-screen position of the object.
FlxSprite
 Inherited
getScreenY():Number
Actor
 Inherited
Actor
 Inherited
getValue(behaviorName:String, attributeName:String):Object
Actor
  
getWidth():Number
[override]
Region
 Inherited
getX():Number
Actor
 Inherited
getXCenter():Number
Actor
 Inherited
getXVelocity():Number
Actor
 Inherited
getY():Number
Actor
 Inherited
getYCenter():Number
Actor
 Inherited
getYVelocity():Number
Actor
 Inherited
growTo(scaleX:Number = 1, scaleY:Number = 1, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
 Inherited
Actor
 Inherited
hasActorValue(name:String):*
Actor
 Inherited
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
 Inherited
ignoresGravity():Boolean
Actor
 Inherited
Actor
 Inherited
innerUpdate(hudCheck:Boolean):void
Actor
 Inherited
internalUpdate(doAll:Boolean):void
Actor
 Inherited
isAlive():Boolean
Actor
 Inherited
Actor
 Inherited
Actor
 Inherited
isBehaviorEnabled(name:String):Boolean
Actor
 Inherited
isDying():Boolean
Actor
 Inherited
isMouseDown():Boolean
Actor
 Inherited
isMouseHover():Boolean
Actor
 Inherited
isMouseOver():Boolean
Actor
 Inherited
isMousePressed():Boolean
Actor
 Inherited
isMouseReleased():Boolean
Actor
 Inherited
isOnScreen():Boolean
Actor
 Inherited
kill():void
Call this function to "kill" a sprite so that it no longer 'exists'.
FlxObject
 Inherited
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
 Inherited
Actor
 Inherited
moveBy(x:Number, y:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
 Inherited
moveTo(x:Number, y:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
 Inherited
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
 Inherited
push(dirX:Number, dirY:Number, magnitude:Number):void
Actor
 Inherited
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
 Inherited
Actor
  
removeActor(actor:Actor):void
Region
 Inherited
Actor
 Inherited
removeFilter(filter:*):void
[override]
Actor
 Inherited
[override]
Actor
 Inherited
[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
  
resetSize():void
Region
 Inherited
rotate(angle:Number, inRadians:Boolean = true):void
Actor
 Inherited
say(behaviorName:String, msg:String, ... args):Object
Actor
 Inherited
Actor
 Inherited
sendToBack():void
Actor
 Inherited
setActorValue(name:String, value:*):void
Actor
 Inherited
setAngle(angle:Number, inRadians:Boolean = true):void
Actor
 Inherited
setAngularVelocity(omega:Number):void
Actor
 Inherited
setAnimation(name:String):void
Actor
 Inherited
setCurrentFrame(frame:int):void
Actor
 Inherited
setFilter(filter:*):void
[override]
Actor
 Inherited
setIgnoreGravity(state:Boolean):void
Actor
  
setLocation(x:int, y:int):void
[override]
Region
  
setRegionDiameter(diameter:int):void
Region
  
setRegionSize(width:int, height:int):void
Region
 Inherited
setValue(behaviorName:String, attributeName:String, value:Object):void
Actor
 Inherited
setVelocity(angle:Number, speed:Number):void
Actor
 Inherited
setX(x:Number, resetSpeed:Boolean = false):void
Actor
 Inherited
setXVelocity(dx:Number):void
Actor
 Inherited
setY(y:Number, resetSpeed:Boolean = false):void
Actor
 Inherited
setYVelocity(dy:Number):void
Actor
 Inherited
shout(msg:String, ... args):Object
Actor
 Inherited
spinBy(angle:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
 Inherited
spinTo(angle:Number, duration:int = 1000, easing:String = linear, delay:int = 0):void
Actor
 Inherited
switchAnimation(name:String):void
Actor
 Inherited
Actor
 Inherited
toString():String
[override]
Actor
 Inherited
Actor
 Inherited
unsafeBind(Pixels:BitmapData):void
Internal function, currently only used to quickly update FlxState.screen for post-processing.
FlxSprite
 Inherited
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
 Inherited
[override]
Actor
 Inherited
Resets some important variables for sprite optimization and rendering.
FlxSprite
 Inherited
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
isCircleproperty
public var isCircle:Boolean

Constructor Detail
Region()Constructor
public function Region(game:GameState, x:Number, y:Number, shapes:Array)



Parameters
game:GameState
 
x:Number
 
y:Number
 
shapes:Array
Method Detail
addActor()method
public function addActor(actor:Actor):void

Parameters

actor:Actor

containsActor()method 
public function containsActor(actor:Actor):Boolean

Parameters

actor:Actor

Returns
Boolean
follow()method 
override public function follow(actor:Actor):void

Parameters

actor:Actor

getContainedActors()method 
public function getContainedActors():HashSet

Returns
HashSet
getHeight()method 
override public function getHeight():Number

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

Returns
Number
removeActor()method 
public function removeActor(actor:Actor):void

Parameters

actor:Actor

resetSize()method 
public function resetSize():void

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

Parameters

x:int
 
y:int

setRegionDiameter()method 
public function setRegionDiameter(diameter:int):void

Parameters

diameter:int

setRegionSize()method 
public function setRegionSize(width:int, height:int):void

Parameters

width:int
 
height:int