Package | stencyl.api.engine.scene |
Class | public class TerrainRegion |
Inheritance | TerrainRegion Actor FlxSprite 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
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 | ||
isCircle : Boolean | TerrainRegion | ||
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 |
Method | Defined By | ||
---|---|---|---|
TerrainRegion(game:GameState, x:Number, y:Number, shapes:Array, groupID:int) | TerrainRegion | ||
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 | ||
[override] | TerrainRegion | ||
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 [override] | TerrainRegion | ||
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 [override] | TerrainRegion | ||
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 | ||
resetSize():void | TerrainRegion | ||
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 [override] | TerrainRegion | ||
setTerrainRegionDiameter(diameter:int):void | TerrainRegion | ||
setTerrainRegionSize(width:int, height:int):void | TerrainRegion | ||
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 |
isCircle | property |
public var isCircle:Boolean
TerrainRegion | () | Constructor |
public function TerrainRegion(game:GameState, x:Number, y:Number, shapes:Array, groupID:int)
game:GameState | |
x:Number | |
y:Number | |
shapes:Array | |
groupID:int |
follow | () | method |
getHeight | () | method |
override public function getHeight():Number
ReturnsNumber |
getWidth | () | method |
override public function getWidth():Number
ReturnsNumber |
resetSize | () | method |
public function resetSize():void
setLocation | () | method |
override public function setLocation(x:int, y:int):void
Parameters
x:int | |
y:int |
setTerrainRegionDiameter | () | method |
public function setTerrainRegionDiameter(diameter:int):void
Parameters
diameter:int |
setTerrainRegionSize | () | method |
public function setTerrainRegionSize(width:int, height:int):void
Parameters
width:int | |
height:int |