Packagestencyl.api.engine.scene
Classpublic class TileLayer
InheritanceTileLayer 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
 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
 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
 InheritedcolOffsets : Array
An array of FlxPoint objects.
FlxObject
 InheritedcolVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution.
FlxObject
 Inheriteddead : Boolean
Handy for tracking gameplay or animations.
FlxObject
 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
 Inheritedfixed : Boolean
If an object is 'fixed' in space, it will not budge when it collides with a not-fixed object.
FlxObject
 Inherited_group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup.
FlxObject
 Inheritedhealth : Number
Handy for storing health percentage or armor points or whatever.
FlxObject
 Inheritedheight : Number
FlxRect
  layerID : Number
TileLayer
 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
TileLayer
  numCols : Number
TileLayer
  numRows : Number
TileLayer
 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
 Inheritedright : Number
[read-only] The X coordinate of the right side of the rectangle.
FlxRect
  rows : Array
TileLayer
  scene : Scene
TileLayer
 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
 Inheritedsolid : Boolean
If an object is dead, the functions that automate collisions will skip it (see FlxG.overlapArrays() and FlxG.collideArrays()).
FlxObject
 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
  updateTiles : Array
TileLayer
 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
  zOrder : Number
TileLayer
Protected Properties
 PropertyDefined By
  _alphaCT : ColorTransform
TileLayer
  _data : Array
TileLayer
 Inherited_flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
FlxObject
 Inherited_flicker : Boolean
Internal helper used for retro-style flickering.
FlxObject
 Inherited_flickerTimer : Number
Internal helper used for retro-style flickering.
FlxObject
  _mtx : Matrix
TileLayer
  original : ColorTransform
TileLayer
  _pixels : BitmapData
TileLayer
 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
  _rects : Array
TileLayer
  _translatedSource : Rectangle
TileLayer
Public Methods
 MethodDefined By
  
TileLayer(layerID:Number, zOrder:Number, scene:Scene, numCols:Number, numRows:Number)
TileLayer
 Inherited
collide(Object:FlxObject = null):Boolean
FlxObject
 Inherited
destroy():void
Called by FlxGroup, commonly when game states are changed.
FlxObject
  
draw(viewX:Number, viewY:Number, alpha:Number):void
TileLayer
 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
 Inherited
Call this function to figure out the on-screen position of the object.
FlxObject
  
getTileAt(row:Number, col:Number):Tile
TileLayer
 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
kill():void
Call this function to "kill" a sprite so that it no longer 'exists'.
FlxObject
 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
Checks to see if a point in 2D space overlaps this FlxObject object.
FlxObject
 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
Called by FlxObject.updateMotion() and some constructors to rebuild the basic collision data for this object.
FlxObject
 Inherited
render():void
Override this function to draw graphics (see FlxSprite).
FlxObject
 Inherited
reset(X:Number, Y:Number):void
Handy function for reviving game objects.
FlxObject
  
setTileAt(row:Number, col:Number, tile:Tile):void
TileLayer
 Inherited
toString():String
Convert object to readable string name.
FlxPoint
 Inherited
update():void
Called by the main game loop, handles motion/physics and game logic
FlxObject
  
TileLayer
Protected Methods
 MethodDefined By
 Inherited
Just updates the retro-style flickering.
FlxObject
 Inherited
Internal function for updating the position and speed of this object.
FlxObject
Protected Constants
 ConstantDefined By
 Inherited_pZero : FlxPoint
[static] A handy "empty point" object
FlxObject
Property Detail
_alphaCTproperty
protected var _alphaCT:ColorTransform

_dataproperty 
protected var _data:Array

_mtxproperty 
protected var _mtx:Matrix

_pixelsproperty 
protected var _pixels:BitmapData

_rectsproperty 
protected var _rects:Array

_translatedSourceproperty 
protected var _translatedSource:Rectangle

layerIDproperty 
public var layerID:Number

nameproperty 
public var name:String

numColsproperty 
public var numCols:Number

numRowsproperty 
public var numRows:Number

originalproperty 
protected var original:ColorTransform

rowsproperty 
public var rows:Array

sceneproperty 
public var scene:Scene

updateTilesproperty 
public var updateTiles:Array

zOrderproperty 
public var zOrder:Number

Constructor Detail
TileLayer()Constructor
public function TileLayer(layerID:Number, zOrder:Number, scene:Scene, numCols:Number, numRows:Number)



Parameters
layerID:Number
 
zOrder:Number
 
scene:Scene
 
numCols:Number
 
numRows:Number
Method Detail
draw()method
public function draw(viewX:Number, viewY:Number, alpha:Number):void

Parameters

viewX:Number
 
viewY:Number
 
alpha:Number

getTileAt()method 
public function getTileAt(row:Number, col:Number):Tile

Parameters

row:Number
 
col:Number

Returns
Tile
setTileAt()method 
public function setTileAt(row:Number, col:Number, tile:Tile):void

Parameters

row:Number
 
col:Number
 
tile:Tile

updateAnimated()method 
public function updateAnimated():void