diff --git a/EReg.html b/EReg.html index d1d087477..fe182ceeb 100644 --- a/EReg.html +++ b/EReg.html @@ -25,7 +25,12 @@

If the most recent call to this.match or this.matchSub did not match anything, the result is unspecified.

If the global g modifier was in place for the matching, the position and -length of the leftmost substring is returned.

replace(s:String, by:String):String

Replaces the first substring of s which this EReg matches with by.

+length of the leftmost substring is returned.

matchedRight():String

Returns the part to the right of the last matched substring.

+

If the most recent call to this.match or this.matchSub did not +match anything, the result is unspecified.

+

If the global g modifier was in place for the matching, only the +substring to the right of the leftmost match is returned.

+

The result does not include the matched part.

replace(s:String, by:String):String

Replaces the first substring of s which this EReg matches with by.

If this EReg does not match any substring, the result is s.

By default, this method replaces only the first matched substring. If the global g modifier is in place, all matched substrings are replaced.

diff --git a/UnicodeString.html b/UnicodeString.html index 38ec75647..b7bdcb3c8 100644 --- a/UnicodeString.html +++ b/UnicodeString.html @@ -4,7 +4,9 @@ UnicodeString - HaxeFlixel API

This abstract provides consistent cross-target unicode support for characters of any width.

Due to differing internal representations of strings across targets, only the basic multilingual plane (BMP) is supported consistently by String class.

-

This abstract provides API to consistently handle all characters even beyond BMP.

See also:

Static variables

staticread onlylength:Int

The number of characters in this String.

Static methods

staticcharCodeAt(this:String, index:Int):Null<Int>

Returns the character code at position index of this String.

+

This abstract provides API to consistently handle all characters even beyond BMP.

See also:

Static variables

staticread onlylength:Int

The number of characters in this String.

Static methods

staticcharAt(this:String, index:Int):String

Returns the character at position index of this String.

+

If index is negative or exceeds this.length, the empty String "" +is returned.

staticcharCodeAt(this:String, index:Int):Null<Int>

Returns the character code at position index of this String.

If index is negative or exceeds this.length, null is returned.

staticsubstr(this:String, pos:Int, ?len:Int):String

Returns len characters of this String, starting at position pos.

If len is omitted, all characters from position pos to the end of this String are included.

diff --git a/flixel/FlxCamera.html b/flixel/FlxCamera.html index a5f871de0..a4a1895c8 100644 --- a/flixel/FlxCamera.html +++ b/flixel/FlxCamera.html @@ -17,7 +17,7 @@ cameras as their parent.

Prior to 4.9.0 it was useful to change this value, but that feature is deprecated. Instead use the defaultDrawTarget argument in FlxG.cameras.add . -orFlxG.cameras.setDefaultDrawTarget .

See also:

  • FlxG.cameras.setDefaultDrawTarget

@:value(1.0)staticdefaultZoom:Float = 1.0

Any FlxCamera with a zoom of 0 (the default value) will have this zoom value.

Constructor

@:value({ Zoom : 0, Height : 0, Width : 0, Y : 0, X : 0 })new(X:Int = 0, Y:Int = 0, Width:Int = 0, Height:Int = 0, Zoom:Float = 0)

Instantiates a new camera at the specified location, with the specified size and zoom level.

Parameters:

X

X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.

Y

Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.

Width

The width of the camera display in pixels.

Height

The height of the camera display in pixels.

Zoom

The initial zoom level of the camera. +orFlxG.cameras.setDefaultDrawTarget .

See also:

  • FlxG.cameras.setDefaultDrawTarget

@:value(1.0)staticdefaultZoom:Float = 1.0

Any FlxCamera with a zoom of 0 (the default value) will have this zoom value.

Constructor

@:value({ Zoom : 0, Height : 0, Width : 0, Y : 0, X : 0 })new(X:Float = 0, Y:Float = 0, Width:Int = 0, Height:Int = 0, Zoom:Float = 0)

Instantiates a new camera at the specified location, with the specified size and zoom level.

Parameters:

X

X location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.

Y

Y location of the camera's display in pixels. Uses native, 1:1 resolution, ignores zoom.

Width

The width of the camera display in pixels.

Height

The height of the camera display in pixels.

Zoom

The initial zoom level of the camera. A zoom level of 2 will make all pixels display at 2x resolution.

Variables

@:value(1)alpha:Float = 1

The alpha value of this camera display (a number between 0.0 and 1.0).

@:value(0)angle:Float = 0

The angle of the camera display (in degrees).

@:value(false)antialiasing:Bool = false

Whether the camera display is smooth and filtered, or chunky and pixelated. Default behavior is chunky-style.

bgColor:FlxColor

The natural background color of the camera, in AARRGGBB format. Defaults to FlxG.cameras.bgColor. On Flash, transparent backgrounds can be used in conjunction with useBgAlphaBlending.

buffer:BitmapData

The actual BitmapData of the camera display itself. diff --git a/flixel/FlxG.html b/flixel/FlxG.html index f76385f17..a0c98a0ed 100644 --- a/flixel/FlxG.html +++ b/flixel/FlxG.html @@ -1,7 +1,7 @@ -flixel.FlxG - HaxeFlixel API

Global helper class for audio, input, the camera system, the debugger and other global properties.

Static variables

@:value(new FlxVersion(5, 4, 1))staticread onlyVERSION:FlxVersion = new FlxVersion(5, 4, 1)

The HaxeFlixel version, in semantic versioning syntax. Use Std.string() +flixel.FlxG - HaxeFlixel API

Global helper class for audio, input, the camera system, the debugger and other global properties.

Static variables

@:value(new FlxVersion(5, 6, 2))staticread onlyVERSION:FlxVersion = new FlxVersion(5, 6, 2)

The HaxeFlixel version, in semantic versioning syntax. Use Std.string() on it to get a String formatted like this: "HaxeFlixel MAJOR.MINOR.PATCH-COMMIT_SHA".

@:value(1.0)staticanimationTimeScale:Float = 1.0

How fast or slow animations should pass in the game; default is 1.0.

Available since

5.5.0

.

@:value(true)staticautoPause:Bool = true

Whether the game should be paused when focus is lost or not. Use -D FLX_NO_FOCUS_LOST_SCREEN if you only want to get rid of the default pause screen. Override onFocus() and onFocusLost() for your own behaviour in your state.

@:value(new BitmapFrontEnd())staticread onlybitmap:BitmapFrontEnd = new BitmapFrontEnd()

Contains things related to bitmaps, for example regarding the BitmapData cache and the cache itself.

@:value(new BitmapLogFrontEnd())staticread onlybitmapLog:BitmapLogFrontEnd = new BitmapLogFrontEnd()

Used to add images to the bitmap log window.

staticcamera:FlxCamera

By default this just refers to the first entry in the FlxG.cameras.list @@ -57,6 +57,8 @@ pixel perfect match on the intersecting area. Works with rotated and animated sprites. May be slow, so use it sparingly.

Parameters:

sprite1

The first FlxSprite to test against.

sprite2

The second FlxSprite to test again, sprite order is irrelevant.

alphaTolerance

The tolerance value above which alpha pixels are included. Default to 255 (must be fully opaque for collision).

camera

If the collision is taking place in a camera other than -FlxG.camera (the default/current) then pass it here.

Returns:

Whether the sprites collide

staticinlineremoveChild<T>(child:T):T

Removes a child from the Flixel display list, if it is part of it.

Parameters:

child

The DisplayObject to add

Returns:

The removed DisplayObject

staticinlineresetGame():Void

Like hitting the reset button a game console, this will re-launch the game as if it just started.

staticinlineresetState():Void

Request a reset of the current game state. -Calls switchState() with a new instance of the current state.

staticinlineresizeGame(width:Int, height:Int):Void

Resizes the game within the window by reapplying the current scale mode.

staticresizeWindow(width:Int, height:Int):Void

Resizes the window. Only works on desktop targets (Neko, Windows, Linux, Mac).

staticinlineswitchState(nextState:FlxState):Void

Attempts to switch from the current game state to nextState. -The state switch is successful if switchTo() of the current state returns true.

\ No newline at end of file +FlxG.camera (the default/current) then pass it here.

Returns:

Whether the sprites collide

staticinlineremoveChild<T>(child:T):T

Removes a child from the Flixel display list, if it is part of it.

Parameters:

child

The DisplayObject to add

Returns:

The removed DisplayObject

staticinlineresetGame():Void

Like hitting the reset button on a game console, this will re-launch the game as if it just started.

staticinlineresetState():Void

Request a reset of the current game state. +Calls switchState() with a new instance of the current state.

staticinlineresizeGame(width:Int, height:Int):Void

Resizes the game within the window by reapplying the current scale mode.

staticresizeWindow(width:Int, height:Int):Void

Resizes the window. Only works on desktop targets (Neko, Windows, Linux, Mac).

staticinlineswitchState(nextState:NextState):Void

Attempts to switch from the current game state to nextState. +The state switch is successful if switchTo() of the current state returns true.

Parameters:

nextState

A constructor for the initial state, ex: PlayState.new or ()->new PlayState(). +Note: Before Flixel 5.6.0, this took a FlxState instance, +this is still available, for backwards compatibility.

\ No newline at end of file diff --git a/flixel/FlxGame.html b/flixel/FlxGame.html index b1d78ab68..ae8a5ae25 100644 --- a/flixel/FlxGame.html +++ b/flixel/FlxGame.html @@ -7,10 +7,11 @@ after that <code><a href="../flixel/FlxG.html#FlxG">FlxG</a></code> and <code><a href="../flixel/FlxState.html#FlxState">FlxState</a></code> have all the useful stuff you actually need."/>

FlxGame is the heart of all Flixel games, and contains a bunch of basic game loops and things. It is a long and sloppy file that you shouldn't have to worry about too much! It is basically only used to create your game object in the first place, -after that FlxG and FlxState have all the useful stuff you actually need.

Constructor

@:value({ startFullscreen : false, skipSplash : false, drawFramerate : 60, updateFramerate : 60, gameHeight : 0, gameWidth : 0 })new(gameWidth:Int = 0, gameHeight:Int = 0, ?initialState:Class<FlxState>, updateFramerate:Int = 60, drawFramerate:Int = 60, skipSplash:Bool = false, startFullscreen:Bool = false)

Instantiate a new game object.

Parameters:

gameWidth

The width of your game in pixels. If 0, the Project.xml width is used. +after that FlxG and FlxState have all the useful stuff you actually need.

Constructor

@:value({ startFullscreen : false, skipSplash : false, drawFramerate : 60, updateFramerate : 60, gameHeight : 0, gameWidth : 0 })new(gameWidth:Int = 0, gameHeight:Int = 0, ?initialState:InitialState, updateFramerate:Int = 60, drawFramerate:Int = 60, skipSplash:Bool = false, startFullscreen:Bool = false)

Instantiate a new game object.

Parameters:

gameWidth

The width of your game in pixels. If 0, the Project.xml width is used. If the demensions don't match the Project.xml, scaleMode will determine the actual display size of the game.

gameHeight

The height of your game in pixels. If 0, the Project.xml height is used. If the demensions don't match the Project.xml, scaleMode -will determine the actual display size of the game.

initialState

The class name of the state you want to create and switch to first (e.g. MenuState).

updateFramerate

How frequently the game should update. Default is 60 fps.

drawFramerate

Sets the actual display / draw framerate for the game. Default is 60 fps.

skipSplash

Whether you want to skip the flixel splash screen with FLX_NO_DEBUG.

startFullscreen

Whether to start the game in fullscreen mode (desktop targets only).

See also:

Variables

read onlydebugger:FlxDebugger

The debugger overlay object.

@:value(true)filtersEnabled:Bool = true

Enables or disables the filters set via setFilters().

@:value(10)focusLostFramerate:Int = 10

Framerate to use on focus lost. Default is 10.

@:value(false)@:allow(flixel.system.frontEnds.VCRFrontEnd)read onlyrecording:Bool = false

Flag for whether a new recording is being made.

@:value(false)@:allow(flixel.system.frontEnds.VCRFrontEnd)read onlyreplaying:Bool = false

Flag for whether a replay is currently playing.

read onlysoundTray:FlxSoundTray

The sound tray display container.

@:value(0)read onlyticks:Int = 0

Time in milliseconds that has passed (amount of "ticks" passed) since the game has started.

Methods

setFilters(filters:Array<BitmapFilter>):Void

Sets the filter array to be applied to the game.

Inherited Variables

Defined by Sprite

@:flash.propertybuttonMode:Bool

@:flash.propertyread onlydropTarget:DisplayObject

@:flash.propertyread onlygraphics:Graphics

@:flash.propertyhitArea:Sprite

@:flash.propertyuseHandCursor:Bool

Defined by DisplayObjectContainer

@:flash.propertymouseChildren:Bool

@:flash.propertyread onlynumChildren:Int

@:flash.propertytabChildren:Bool

@:flash.propertyread onlytextSnapshot:TextSnapshot

Defined by InteractiveObject

@:flash.propertycontextMenu:ContextMenu

@:flash.propertydoubleClickEnabled:Bool

@:flash.propertyfocusRect:Dynamic

@:flash.propertymouseEnabled:Bool

@:flash.property@:require(flash11)needsSoftKeyboard:Bool

@:flash.property@:require(flash11)softKeyboardInputAreaOfInterest:Rectangle

@:flash.propertytabEnabled:Bool

@:flash.propertytabIndex:Int

Defined by DisplayObject

@:flash.propertyalpha:Float

@:flash.propertyblendMode:BlendMode

@:flash.property@:require(flash10)write onlyblendShader:Shader

@:flash.propertycacheAsBitmap:Bool

@:flash.propertycacheAsBitmapMatrix:Matrix

@:flash.propertyfilters:Array<BitmapFilter>

@:flash.propertyheight:Float

@:flash.propertyread onlyloaderInfo:LoaderInfo

@:flash.propertymask:DisplayObject

@:flash.propertyread onlymouseX:Float

@:flash.propertyread onlymouseY:Float

@:flash.propertyname:String

@:flash.propertyopaqueBackground:Null<UInt>

@:flash.propertyread onlyparent:DisplayObjectContainer

@:flash.propertyread onlyroot:DisplayObject

@:flash.propertyrotation:Float

@:flash.property@:require(flash10)rotationX:Float

@:flash.property@:require(flash10)rotationY:Float

@:flash.property@:require(flash10)rotationZ:Float

@:flash.propertyscale9Grid:Rectangle

@:flash.propertyscaleX:Float

@:flash.propertyscaleY:Float

@:flash.property@:require(flash10)scaleZ:Float

@:flash.propertyscrollRect:Rectangle

@:flash.propertyshader:Shader

@:flash.propertyread onlystage:Stage

@:flash.propertytransform:Transform

@:flash.propertyvisible:Bool

@:flash.propertywidth:Float

@:flash.propertyx:Float

@:flash.propertyy:Float

@:flash.property@:require(flash10)z:Float

Inherited Methods

Defined by Sprite

@:value({ bounds : null, lockCenter : false })startDrag(lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:value({ bounds : null, lockCenter : false })@:require(flash10_1)startTouchDrag(touchPointID:Int, lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:require(flash10_1)stopTouchDrag(touchPointID:Int):Void

Defined by DisplayObjectContainer

Defined by InteractiveObject

@:require(flash11)requestSoftKeyboard():Bool

Defined by DisplayObject

getBounds(targetCoordinateSpace:DisplayObject):Rectangle

getRect(targetCoordinateSpace:DisplayObject):Rectangle

@:require(flash10)globalToLocal3D(point:Point):Vector3D

@:value({ shapeFlag : false })hitTestPoint(x:Float, y:Float, shapeFlag:Bool = false):Bool

@:require(flash10)local3DToGlobal(point3d:Vector3D):Point

Defined by EventDispatcher

@:value({ useWeakReference : false, priority : 0, useCapture : false })addEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false, priority:Int = 0, useWeakReference:Bool = false):Void

@:value({ useCapture : false })removeEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false):Void

\ No newline at end of file +will determine the actual display size of the game.

initialState

A constructor for the initial state, ex: PlayState.new or ()->new PlayState(). +Note: Also allows Class<FlxState> for backwards compatibility.

updateFramerate

How frequently the game should update. Default is 60 fps.

drawFramerate

Sets the actual display / draw framerate for the game. Default is 60 fps.

skipSplash

Whether you want to skip the flixel splash screen with FLX_NO_DEBUG.

startFullscreen

Whether to start the game in fullscreen mode (desktop targets only).

See also:

Variables

read onlydebugger:FlxDebugger

The debugger overlay object.

@:value(true)filtersEnabled:Bool = true

Enables or disables the filters set via setFilters().

@:value(10)focusLostFramerate:Int = 10

Framerate to use on focus lost. Default is 10.

@:value(false)@:allow(flixel.system.frontEnds.VCRFrontEnd)read onlyrecording:Bool = false

Flag for whether a new recording is being made.

@:value(false)@:allow(flixel.system.frontEnds.VCRFrontEnd)read onlyreplaying:Bool = false

Flag for whether a replay is currently playing.

read onlysoundTray:FlxSoundTray

The sound tray display container.

@:value(0)read onlyticks:Int = 0

Time in milliseconds that has passed (amount of "ticks" passed) since the game has started.

Methods

setFilters(filters:Array<BitmapFilter>):Void

Sets the filter array to be applied to the game.

Inherited Variables

Defined by Sprite

@:flash.propertybuttonMode:Bool

@:flash.propertyread onlydropTarget:DisplayObject

@:flash.propertyread onlygraphics:Graphics

@:flash.propertyhitArea:Sprite

@:flash.propertyuseHandCursor:Bool

Defined by DisplayObjectContainer

@:flash.propertymouseChildren:Bool

@:flash.propertyread onlynumChildren:Int

@:flash.propertytabChildren:Bool

@:flash.propertyread onlytextSnapshot:TextSnapshot

Defined by InteractiveObject

@:flash.propertycontextMenu:ContextMenu

@:flash.propertydoubleClickEnabled:Bool

@:flash.propertyfocusRect:Dynamic

@:flash.propertymouseEnabled:Bool

@:flash.property@:require(flash11)needsSoftKeyboard:Bool

@:flash.property@:require(flash11)softKeyboardInputAreaOfInterest:Rectangle

@:flash.propertytabEnabled:Bool

@:flash.propertytabIndex:Int

Defined by DisplayObject

@:flash.propertyalpha:Float

@:flash.propertyblendMode:BlendMode

@:flash.property@:require(flash10)write onlyblendShader:Shader

@:flash.propertycacheAsBitmap:Bool

@:flash.propertycacheAsBitmapMatrix:Matrix

@:flash.propertyfilters:Array<BitmapFilter>

@:flash.propertyheight:Float

@:flash.propertyread onlyloaderInfo:LoaderInfo

@:flash.propertymask:DisplayObject

@:flash.propertyread onlymouseX:Float

@:flash.propertyread onlymouseY:Float

@:flash.propertyname:String

@:flash.propertyopaqueBackground:Null<UInt>

@:flash.propertyread onlyparent:DisplayObjectContainer

@:flash.propertyread onlyroot:DisplayObject

@:flash.propertyrotation:Float

@:flash.property@:require(flash10)rotationX:Float

@:flash.property@:require(flash10)rotationY:Float

@:flash.property@:require(flash10)rotationZ:Float

@:flash.propertyscale9Grid:Rectangle

@:flash.propertyscaleX:Float

@:flash.propertyscaleY:Float

@:flash.property@:require(flash10)scaleZ:Float

@:flash.propertyscrollRect:Rectangle

@:flash.propertyshader:Shader

@:flash.propertyread onlystage:Stage

@:flash.propertytransform:Transform

@:flash.propertyvisible:Bool

@:flash.propertywidth:Float

@:flash.propertyx:Float

@:flash.propertyy:Float

@:flash.property@:require(flash10)z:Float

Inherited Methods

Defined by Sprite

@:value({ bounds : null, lockCenter : false })startDrag(lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:value({ bounds : null, lockCenter : false })@:require(flash10_1)startTouchDrag(touchPointID:Int, lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:require(flash10_1)stopTouchDrag(touchPointID:Int):Void

Defined by DisplayObjectContainer

Defined by InteractiveObject

@:require(flash11)requestSoftKeyboard():Bool

Defined by DisplayObject

getBounds(targetCoordinateSpace:DisplayObject):Rectangle

getRect(targetCoordinateSpace:DisplayObject):Rectangle

@:require(flash10)globalToLocal3D(point:Point):Vector3D

@:value({ shapeFlag : false })hitTestPoint(x:Float, y:Float, shapeFlag:Bool = false):Bool

@:require(flash10)local3DToGlobal(point3d:Vector3D):Point

Defined by EventDispatcher

@:value({ useWeakReference : false, priority : 0, useCapture : false })addEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false, priority:Int = 0, useWeakReference:Bool = false):Void

@:value({ useCapture : false })removeEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false):Void

\ No newline at end of file diff --git a/flixel/FlxObject.html b/flixel/FlxObject.html index 50afb8bb8..045fb3f79 100644 --- a/flixel/FlxObject.html +++ b/flixel/FlxObject.html @@ -46,7 +46,8 @@

Collision

- Demos - FlxCollisions - Demos - Collision and Grouping

See also:

Static variables

@:value(4)staticSEPARATE_BIAS:Float = 4

This value dictates the maximum number of pixels two objects have to intersect before collision stops trying to separate them. -Don't modify this unless your objects are passing through each other.

@:value(false)staticdefaultPixelPerfectPosition:Bool = false

Default value for FlxObject's pixelPerfectPosition var.

Static methods

staticseparate(object1:FlxObject, object2:FlxObject):Bool

The main collision resolution function in Flixel.

Parameters:

Object1

Any FlxObject.

Object2

Any other FlxObject.

Returns:

Whether the objects in fact touched and were separated.

staticseparateX(object1:FlxObject, object2:FlxObject):Bool

The X-axis component of the object separation process.

Parameters:

object1

Any FlxObject.

object2

Any other FlxObject.

Returns:

Whether the objects in fact touched and were separated along the X axis.

staticseparateY(object1:FlxObject, object2:FlxObject):Bool

The Y-axis component of the object separation process.

Parameters:

object1

Any FlxObject.

object2

Any other FlxObject.

Returns:

Whether the objects in fact touched and were separated along the Y axis.

staticupdateTouchingFlags(Object1:FlxObject, Object2:FlxObject):Bool

Similar to separate(), but only checks whether any overlap is found and updates +Don't modify this unless your objects are passing through each other.

@:value(true)staticdefaultMoves:Bool = true

The default moves value of all future FlxObjects and FlxSprites +Note: Has no effect on FlxTexts, FlxTilemaps and FlxTileBlocks

Available since

5.6.0

.

@:value(false)staticdefaultPixelPerfectPosition:Bool = false

Default value for FlxObject's pixelPerfectPosition var.

Static methods

staticseparate(object1:FlxObject, object2:FlxObject):Bool

The main collision resolution function in Flixel.

Parameters:

Object1

Any FlxObject.

Object2

Any other FlxObject.

Returns:

Whether the objects in fact touched and were separated.

staticseparateX(object1:FlxObject, object2:FlxObject):Bool

The X-axis component of the object separation process.

Parameters:

object1

Any FlxObject.

object2

Any other FlxObject.

Returns:

Whether the objects in fact touched and were separated along the X axis.

staticseparateY(object1:FlxObject, object2:FlxObject):Bool

The Y-axis component of the object separation process.

Parameters:

object1

Any FlxObject.

object2

Any other FlxObject.

Returns:

Whether the objects in fact touched and were separated along the Y axis.

staticupdateTouchingFlags(Object1:FlxObject, Object2:FlxObject):Bool

Similar to separate(), but only checks whether any overlap is found and updates the touching flags of the input objects, but no separation is performed.

Parameters:

Object1

Any FlxObject.

Object2

Any other FlxObject.

Returns:

Whether the objects in fact touched.

staticupdateTouchingFlagsX(object1:FlxObject, object2:FlxObject):Bool

Checking overlap and updating touching variables, X-axis part used by updateTouchingFlags.

Parameters:

object1

Any FlxObject.

object2

Any other FlxObject.

Returns:

Whether the objects in fact touched along the X axis.

staticupdateTouchingFlagsY(object1:FlxObject, object2:FlxObject):Bool

Checking overlap and updating touching variables, Y-axis part used by updateTouchingFlags.

Parameters:

object1

Any FlxObject.

object2

Any other FlxObject.

Returns:

Whether the objects in fact touched along the Y axis.

Constructor

@:value({ height : 0, width : 0, y : 0, x : 0 })new(x:Float = 0, y:Float = 0, width:Float = 0, height:Float = 0)

Parameters:

X

The X-coordinate of the point in space.

Y

The Y-coordinate of the point in space.

Width

Desired width of the rectangle.

Height

Desired height of the rectangle.

Variables

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -65,7 +66,7 @@

Collision

when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -91,8 +92,8 @@

Collision

Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isOnScreen(?camera:FlxCamera):Bool

Check and see if this object is currently on screen.

Parameters:

camera

Specify which game camera you want. If null, it will just grab the first global camera.

Returns:

Whether the object is on screen or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/FlxSprite.html b/flixel/FlxSprite.html index 283548aa9..91fbd91c5 100644 --- a/flixel/FlxSprite.html +++ b/flixel/FlxSprite.html @@ -89,8 +89,7 @@

Origin

the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Methods

@:value({ AdjustPosition : false })centerOffsets(AdjustPosition:Bool = false):Void

Helper function that adjusts the offset automatically to center the bounding box within the graphic.

Parameters:

AdjustPosition

Adjusts the actual X and Y position just once to match the offset change.

inlinecenterOrigin():Void

Sets the sprite's origin to its center - useful after adjusting scale to make sure rotations work as expected.

destroy():Void

WARNING: A destroyed FlxBasic can't be used anymore. It may even cause crashes if it is still part of a group or state. @@ -174,7 +173,7 @@

Origin

when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -194,8 +193,8 @@

Origin

Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/FlxState.html b/flixel/FlxState.html index f63ea00c8..3b8999a35 100644 --- a/flixel/FlxState.html +++ b/flixel/FlxState.html @@ -3,7 +3,7 @@ flixel.FlxState - HaxeFlixel API

This is the basic game "state" object - e.g. in a simple game you might have a menu state and a play state. -It is for all intents and purpose a fancy FlxGroup. And really, it's not even that fancy.

Constructor

new(?MaxSize:Int)

Variables

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to +It is for all intents and purpose a fancy FlxGroup. And really, it's not even that fancy.

Constructor

new()

Variables

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to false might reduce state creation time, at greater memory cost.

@:value(true)persistentDraw:Bool = true

Determines whether or not this state is updated even when it is not the active state. For example, if you have your game state first, and then you push a menu state on top of it, if this is set to true, the game state would continue to be drawn behind the pause state. diff --git a/flixel/FlxStrip.html b/flixel/FlxStrip.html index 31d0311f4..8a991be09 100644 --- a/flixel/FlxStrip.html +++ b/flixel/FlxStrip.html @@ -23,8 +23,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -43,7 +42,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -123,8 +122,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/FlxSubState.html b/flixel/FlxSubState.html index 5f929a813..064535b0f 100644 --- a/flixel/FlxSubState.html +++ b/flixel/FlxSubState.html @@ -3,7 +3,7 @@ flixel.FlxSubState - HaxeFlixel API

A FlxSubState can be opened inside of a FlxState. +making it convenient for pause screens or menus."/>

A FlxSubState can be opened inside of a FlxState. By default, it also stops the parent state from updating, making it convenient for pause screens or menus.

See also:

Constructor

@:value({ BGColor : FlxColor.TRANSPARENT })new(BGColor:FlxColor = FlxColor.TRANSPARENT)

Parameters:

BGColor

background color for this substate

Variables

closeCallback:() ‑> Void

Callback method for state close event.

openCallback:() ‑> Void

Callback method for state open/resume event.

Available since

4.3.0

.

Methods

close():Void

Closes this substate.

Inherited Variables

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to false might reduce state creation time, at greater memory cost.

@:value(true)persistentDraw:Bool = true

Determines whether or not this state is updated even when it is not the active state. diff --git a/flixel/addons/display/FlxBackdrop.html b/flixel/addons/display/FlxBackdrop.html index c796ce7e5..af4996e3e 100644 --- a/flixel/addons/display/FlxBackdrop.html +++ b/flixel/addons/display/FlxBackdrop.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -116,8 +115,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/FlxExtendedMouseSprite.html b/flixel/addons/display/FlxExtendedMouseSprite.html index 54030c8cc..e8324e05a 100644 --- a/flixel/addons/display/FlxExtendedMouseSprite.html +++ b/flixel/addons/display/FlxExtendedMouseSprite.html @@ -25,8 +25,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -45,7 +44,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -130,8 +129,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/FlxNestedSprite.html b/flixel/addons/display/FlxNestedSprite.html index bc34134dd..7fb3a3ef0 100644 --- a/flixel/addons/display/FlxNestedSprite.html +++ b/flixel/addons/display/FlxNestedSprite.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -120,8 +119,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/FlxPieDial.html b/flixel/addons/display/FlxPieDial.html index 37e1056c9..bfd5c4792 100644 --- a/flixel/addons/display/FlxPieDial.html +++ b/flixel/addons/display/FlxPieDial.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -121,8 +120,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/FlxSliceSprite.html b/flixel/addons/display/FlxSliceSprite.html index 903daa971..a72fe661e 100644 --- a/flixel/addons/display/FlxSliceSprite.html +++ b/flixel/addons/display/FlxSliceSprite.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -111,8 +110,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/FlxSpriteAniRot.html b/flixel/addons/display/FlxSpriteAniRot.html index 19d5022ce..229da192d 100644 --- a/flixel/addons/display/FlxSpriteAniRot.html +++ b/flixel/addons/display/FlxSpriteAniRot.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -118,8 +117,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/FlxTiledSprite.html b/flixel/addons/display/FlxTiledSprite.html index 06415fa59..217f64e58 100644 --- a/flixel/addons/display/FlxTiledSprite.html +++ b/flixel/addons/display/FlxTiledSprite.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -107,8 +106,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShape.html b/flixel/addons/display/shapes/FlxShape.html index d6d4f13f5..a5e3c6bb0 100644 --- a/flixel/addons/display/shapes/FlxShape.html +++ b/flixel/addons/display/shapes/FlxShape.html @@ -19,8 +19,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -39,7 +38,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -119,8 +118,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeArrow.html b/flixel/addons/display/shapes/FlxShapeArrow.html index 671a932ac..d0c4d3ccf 100644 --- a/flixel/addons/display/shapes/FlxShapeArrow.html +++ b/flixel/addons/display/shapes/FlxShapeArrow.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -116,8 +115,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeBox.html b/flixel/addons/display/shapes/FlxShapeBox.html index e379c0fce..caa852842 100644 --- a/flixel/addons/display/shapes/FlxShapeBox.html +++ b/flixel/addons/display/shapes/FlxShapeBox.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -116,8 +115,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeCircle.html b/flixel/addons/display/shapes/FlxShapeCircle.html index 33d50b254..e9f5d8a23 100644 --- a/flixel/addons/display/shapes/FlxShapeCircle.html +++ b/flixel/addons/display/shapes/FlxShapeCircle.html @@ -17,8 +17,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -37,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -117,8 +116,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeCross.html b/flixel/addons/display/shapes/FlxShapeCross.html index 9aded79a2..ba40e7a5d 100644 --- a/flixel/addons/display/shapes/FlxShapeCross.html +++ b/flixel/addons/display/shapes/FlxShapeCross.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -118,8 +117,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeDonut.html b/flixel/addons/display/shapes/FlxShapeDonut.html index 247b55971..8b971bcba 100644 --- a/flixel/addons/display/shapes/FlxShapeDonut.html +++ b/flixel/addons/display/shapes/FlxShapeDonut.html @@ -17,8 +17,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -37,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -117,8 +116,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeDoubleCircle.html b/flixel/addons/display/shapes/FlxShapeDoubleCircle.html index 2661fc99d..a735477b2 100644 --- a/flixel/addons/display/shapes/FlxShapeDoubleCircle.html +++ b/flixel/addons/display/shapes/FlxShapeDoubleCircle.html @@ -17,8 +17,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -37,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -117,8 +116,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeGrid.html b/flixel/addons/display/shapes/FlxShapeGrid.html index 97a2e7a5a..b9254ff34 100644 --- a/flixel/addons/display/shapes/FlxShapeGrid.html +++ b/flixel/addons/display/shapes/FlxShapeGrid.html @@ -17,8 +17,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -37,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -117,8 +116,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeLightning.html b/flixel/addons/display/shapes/FlxShapeLightning.html index 8f1f94378..2d8f9eb4c 100644 --- a/flixel/addons/display/shapes/FlxShapeLightning.html +++ b/flixel/addons/display/shapes/FlxShapeLightning.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -118,8 +117,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeLine.html b/flixel/addons/display/shapes/FlxShapeLine.html index edc1978b6..2dc70f50d 100644 --- a/flixel/addons/display/shapes/FlxShapeLine.html +++ b/flixel/addons/display/shapes/FlxShapeLine.html @@ -17,8 +17,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -37,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -117,8 +116,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/display/shapes/FlxShapeSquareDonut.html b/flixel/addons/display/shapes/FlxShapeSquareDonut.html index 7f0cefb86..8dc083617 100644 --- a/flixel/addons/display/shapes/FlxShapeSquareDonut.html +++ b/flixel/addons/display/shapes/FlxShapeSquareDonut.html @@ -17,8 +17,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -37,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -117,8 +116,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/editors/spine/FlxSpine.html b/flixel/addons/editors/spine/FlxSpine.html index 801ebec77..ff069f06a 100644 --- a/flixel/addons/editors/spine/FlxSpine.html +++ b/flixel/addons/editors/spine/FlxSpine.html @@ -19,8 +19,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -39,7 +38,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -119,8 +118,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/editors/spine/FlxSpineCollider.html b/flixel/addons/editors/spine/FlxSpineCollider.html index 8ff0d3aac..10f074e1f 100644 --- a/flixel/addons/editors/spine/FlxSpineCollider.html +++ b/flixel/addons/editors/spine/FlxSpineCollider.html @@ -19,7 +19,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -43,8 +43,8 @@ Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isOnScreen(?camera:FlxCamera):Bool

Check and see if this object is currently on screen.

Parameters:

camera

Specify which game camera you want. If null, it will just grab the first global camera.

Returns:

Whether the object is on screen or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/effects/FlxClothSprite.html b/flixel/addons/effects/FlxClothSprite.html index f3a26d20e..b067f9c0a 100644 --- a/flixel/addons/effects/FlxClothSprite.html +++ b/flixel/addons/effects/FlxClothSprite.html @@ -21,8 +21,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -41,7 +40,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -120,8 +119,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/effects/FlxSkewedSprite.html b/flixel/addons/effects/FlxSkewedSprite.html index 0f36a8149..6ae8865f5 100644 --- a/flixel/addons/effects/FlxSkewedSprite.html +++ b/flixel/addons/effects/FlxSkewedSprite.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -119,8 +118,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/effects/FlxTrail.html b/flixel/addons/effects/FlxTrail.html index b7a65c874..aa8b53803 100644 --- a/flixel/addons/effects/FlxTrail.html +++ b/flixel/addons/effects/FlxTrail.html @@ -24,8 +24,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -44,7 +43,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -128,8 +127,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/effects/FlxTrailArea.html b/flixel/addons/effects/FlxTrailArea.html index 29386320d..40540e0b2 100644 --- a/flixel/addons/effects/FlxTrailArea.html +++ b/flixel/addons/effects/FlxTrailArea.html @@ -21,8 +21,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -41,7 +40,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -121,8 +120,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/effects/chainable/FlxEffectSprite.html b/flixel/addons/effects/chainable/FlxEffectSprite.html index 56a9d24da..20ddcd6e9 100644 --- a/flixel/addons/effects/chainable/FlxEffectSprite.html +++ b/flixel/addons/effects/chainable/FlxEffectSprite.html @@ -17,8 +17,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -37,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -117,8 +116,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/nape/FlxNapeSprite.html b/flixel/addons/nape/FlxNapeSprite.html index 73178097a..10fbcbe51 100644 --- a/flixel/addons/nape/FlxNapeSprite.html +++ b/flixel/addons/nape/FlxNapeSprite.html @@ -36,8 +36,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -56,7 +55,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -136,8 +135,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/nape/FlxNapeTilemap.html b/flixel/addons/nape/FlxNapeTilemap.html index 9e488c308..0ac2a4b95 100644 --- a/flixel/addons/nape/FlxNapeTilemap.html +++ b/flixel/addons/nape/FlxNapeTilemap.html @@ -35,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -106,8 +106,8 @@ Use getScreenBounds to use these properties.

Parameters:

newRect

The optional output FlxRect to be returned, if null, a new one is created.

Returns:

A globally aligned FlxRect that fully contains the input object's width and height.

Available since

4.11.0

.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. Resets their existence flags and position.

Parameters:

x

The new X position of this object.

y

The new Y position of this object.

@:value({ axes : XY })inlinescreenCenter(axes:FlxAxes = XY):FlxObject

Centers this FlxObject on the screen, either by the x axis, y axis, or both.

Parameters:

axes

On what axes to center the object (e.g. X, Y, XY) - default is both.

Returns:

This FlxObject for chaining

@:value({ y : 0.0, x : 0.0 })setPosition(x:Float = 0.0, y:Float = 0.0):Void

Helper function to set the coordinates of this object. Handy since it only requires one line of code.

Parameters:

x

The new x position

y

The new y position

setSize(width:Float, height:Float):Void

Shortcut for setting both width and Height.

Parameters:

width

The new hitbox width.

height

The new hitbox height.

toString():String

Convert object to readable string name. Useful for debugging, save games, etc.

Defined by FlxBasic

kill():Void

Handy function for "killing" game objects. Use reset() to revive them. Default behavior is to flag them as nonexistent AND dead. diff --git a/flixel/addons/text/FlxTextField.html b/flixel/addons/text/FlxTextField.html index aea88253c..1103b35b9 100644 --- a/flixel/addons/text/FlxTextField.html +++ b/flixel/addons/text/FlxTextField.html @@ -14,10 +14,12 @@ Use it when you want to change the visible height of the text. Enables "auto height" if <= 0.

NOTE: Fixed height has no effect if autoSize = true.

Available since

5.4.0

.

fieldWidth:Float

The width of the TextField object used for bitmap generation for this FlxText object. Use it when you want to change the visible width of text. Enables autoSize if <= 0.

-

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. +

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

letterSpacing:Float

A number representing the amount of space that is uniformly distributed +between all characters. The value specifies the number of pixels that are +added to the advance after each character.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. x and y are multiplied by borderSize. Default is (1, 1), or lower-right corner.

size:Int

The size of the text being displayed in pixels.

systemFont:String

The system font for this text (not embedded). Setting this sets embedded to false. Passing an invalid font name (like "" or null) causes a default font to be used.

@:value("")text:String = ""

The text being displayed.

read onlytextField:TextField

Reference to a TextField object used internally for rendering - -be sure to know what you're doing if messing with its properties!

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there +be sure to know what you're doing if messing with its properties!

underline:Bool

Whether to use underlined text or not (false by default).

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there are 4 baked rotations in the spritesheet. 0 if this sprite does not have any baked rotations.

See also:

blend:BlendMode

Blending modes, just like Photoshop or whatever, e.g. "multiply", "screen", etc.

clipRect:FlxRect

Clipping rectangle for this sprite. Changing the rect's properties directly doesn't have any effect, reassign the property to update it (sprite.clipRect = sprite.clipRect;). @@ -32,8 +34,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -52,7 +53,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -138,8 +139,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/text/FlxTypeText.html b/flixel/addons/text/FlxTypeText.html index 3233f4f64..ffe756712 100644 --- a/flixel/addons/text/FlxTypeText.html +++ b/flixel/addons/text/FlxTypeText.html @@ -19,10 +19,12 @@ Use it when you want to change the visible height of the text. Enables "auto height" if <= 0.

NOTE: Fixed height has no effect if autoSize = true.

Available since

5.4.0

.

fieldWidth:Float

The width of the TextField object used for bitmap generation for this FlxText object. Use it when you want to change the visible width of text. Enables autoSize if <= 0.

-

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. +

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

letterSpacing:Float

A number representing the amount of space that is uniformly distributed +between all characters. The value specifies the number of pixels that are +added to the advance after each character.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. x and y are multiplied by borderSize. Default is (1, 1), or lower-right corner.

size:Int

The size of the text being displayed in pixels.

systemFont:String

The system font for this text (not embedded). Setting this sets embedded to false. Passing an invalid font name (like "" or null) causes a default font to be used.

@:value("")text:String = ""

The text being displayed.

read onlytextField:TextField

Reference to a TextField object used internally for rendering - -be sure to know what you're doing if messing with its properties!

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there +be sure to know what you're doing if messing with its properties!

underline:Bool

Whether to use underlined text or not (false by default).

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there are 4 baked rotations in the spritesheet. 0 if this sprite does not have any baked rotations.

See also:

blend:BlendMode

Blending modes, just like Photoshop or whatever, e.g. "multiply", "screen", etc.

clipRect:FlxRect

Clipping rectangle for this sprite. Changing the rect's properties directly doesn't have any effect, reassign the property to update it (sprite.clipRect = sprite.clipRect;). @@ -37,8 +39,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -57,7 +58,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -137,8 +138,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/tile/FlxRayCastTilemap.html b/flixel/addons/tile/FlxRayCastTilemap.html index 5e83f497e..eebffbbaf 100644 --- a/flixel/addons/tile/FlxRayCastTilemap.html +++ b/flixel/addons/tile/FlxRayCastTilemap.html @@ -40,7 +40,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -126,8 +126,8 @@ Use getScreenBounds to use these properties.

Parameters:

newRect

The optional output FlxRect to be returned, if null, a new one is created.

Returns:

A globally aligned FlxRect that fully contains the input object's width and height.

Available since

4.11.0

.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. Resets their existence flags and position.

Parameters:

x

The new X position of this object.

y

The new Y position of this object.

@:value({ axes : XY })inlinescreenCenter(axes:FlxAxes = XY):FlxObject

Centers this FlxObject on the screen, either by the x axis, y axis, or both.

Parameters:

axes

On what axes to center the object (e.g. X, Y, XY) - default is both.

Returns:

This FlxObject for chaining

@:value({ y : 0.0, x : 0.0 })setPosition(x:Float = 0.0, y:Float = 0.0):Void

Helper function to set the coordinates of this object. Handy since it only requires one line of code.

Parameters:

x

The new x position

y

The new y position

setSize(width:Float, height:Float):Void

Shortcut for setting both width and Height.

Parameters:

width

The new hitbox width.

height

The new hitbox height.

toString():String

Convert object to readable string name. Useful for debugging, save games, etc.

update(elapsed:Float):Void

Override this function to update your class's position and appearance. This is where most of your game rules and behavioral code will go.

Defined by FlxBasic

kill():Void

Handy function for "killing" game objects. Use reset() to revive them. diff --git a/flixel/addons/tile/FlxTilemapExt.html b/flixel/addons/tile/FlxTilemapExt.html index e51427ca4..999d1e23d 100644 --- a/flixel/addons/tile/FlxTilemapExt.html +++ b/flixel/addons/tile/FlxTilemapExt.html @@ -39,7 +39,7 @@

@link https://github.com/TheTurnipMaster/SlopeDemo

when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -121,8 +121,8 @@

@link https://github.com/TheTurnipMaster/SlopeDemo

Use getScreenBounds to use these properties.

Parameters:

newRect

The optional output FlxRect to be returned, if null, a new one is created.

Returns:

A globally aligned FlxRect that fully contains the input object's width and height.

Available since

4.11.0

.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. Resets their existence flags and position.

Parameters:

x

The new X position of this object.

y

The new Y position of this object.

@:value({ axes : XY })inlinescreenCenter(axes:FlxAxes = XY):FlxObject

Centers this FlxObject on the screen, either by the x axis, y axis, or both.

Parameters:

axes

On what axes to center the object (e.g. X, Y, XY) - default is both.

Returns:

This FlxObject for chaining

@:value({ y : 0.0, x : 0.0 })setPosition(x:Float = 0.0, y:Float = 0.0):Void

Helper function to set the coordinates of this object. Handy since it only requires one line of code.

Parameters:

x

The new x position

y

The new y position

setSize(width:Float, height:Float):Void

Shortcut for setting both width and Height.

Parameters:

width

The new hitbox width.

height

The new hitbox height.

toString():String

Convert object to readable string name. Useful for debugging, save games, etc.

Defined by FlxBasic

kill():Void

Handy function for "killing" game objects. Use reset() to revive them. Default behavior is to flag them as nonexistent AND dead. diff --git a/flixel/addons/transition/FlxTransitionSprite.html b/flixel/addons/transition/FlxTransitionSprite.html index 24a4c1795..0b6b89fde 100644 --- a/flixel/addons/transition/FlxTransitionSprite.html +++ b/flixel/addons/transition/FlxTransitionSprite.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -121,8 +120,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/transition/TransitionEffect.html b/flixel/addons/transition/TransitionEffect.html index e82b35a60..6e523559a 100644 --- a/flixel/addons/transition/TransitionEffect.html +++ b/flixel/addons/transition/TransitionEffect.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/transition/TransitionFade.html b/flixel/addons/transition/TransitionFade.html index 7518e4603..68e5f6300 100644 --- a/flixel/addons/transition/TransitionFade.html +++ b/flixel/addons/transition/TransitionFade.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/transition/TransitionTiles.html b/flixel/addons/transition/TransitionTiles.html index b9d178c9c..317c28ec7 100644 --- a/flixel/addons/transition/TransitionTiles.html +++ b/flixel/addons/transition/TransitionTiles.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxButtonPlus.html b/flixel/addons/ui/FlxButtonPlus.html index e97a489dc..ccb32a573 100644 --- a/flixel/addons/ui/FlxButtonPlus.html +++ b/flixel/addons/ui/FlxButtonPlus.html @@ -24,8 +24,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -44,7 +43,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -128,8 +127,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxClickArea.html b/flixel/addons/ui/FlxClickArea.html index dc3743e17..4817d08e1 100644 --- a/flixel/addons/ui/FlxClickArea.html +++ b/flixel/addons/ui/FlxClickArea.html @@ -23,7 +23,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -47,8 +47,8 @@ Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isOnScreen(?camera:FlxCamera):Bool

Check and see if this object is currently on screen.

Parameters:

camera

Specify which game camera you want. If null, it will just grab the first global camera.

Returns:

Whether the object is on screen or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxInputText.html b/flixel/addons/ui/FlxInputText.html index 10c5ee0a3..d61461ce8 100644 --- a/flixel/addons/ui/FlxInputText.html +++ b/flixel/addons/ui/FlxInputText.html @@ -20,10 +20,12 @@ Use it when you want to change the visible height of the text. Enables "auto height" if <= 0.

NOTE: Fixed height has no effect if autoSize = true.

Available since

5.4.0

.

fieldWidth:Float

The width of the TextField object used for bitmap generation for this FlxText object. Use it when you want to change the visible width of text. Enables autoSize if <= 0.

-

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. +

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

letterSpacing:Float

A number representing the amount of space that is uniformly distributed +between all characters. The value specifies the number of pixels that are +added to the advance after each character.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. x and y are multiplied by borderSize. Default is (1, 1), or lower-right corner.

size:Int

The size of the text being displayed in pixels.

systemFont:String

The system font for this text (not embedded). Setting this sets embedded to false. Passing an invalid font name (like "" or null) causes a default font to be used.

@:value("")text:String = ""

The text being displayed.

read onlytextField:TextField

Reference to a TextField object used internally for rendering - -be sure to know what you're doing if messing with its properties!

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there +be sure to know what you're doing if messing with its properties!

underline:Bool

Whether to use underlined text or not (false by default).

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there are 4 baked rotations in the spritesheet. 0 if this sprite does not have any baked rotations.

See also:

blend:BlendMode

Blending modes, just like Photoshop or whatever, e.g. "multiply", "screen", etc.

clipRect:FlxRect

Clipping rectangle for this sprite. Changing the rect's properties directly doesn't have any effect, reassign the property to update it (sprite.clipRect = sprite.clipRect;). @@ -38,8 +40,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -58,7 +59,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -148,8 +149,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxSlider.html b/flixel/addons/ui/FlxSlider.html index 812684c1e..00d104fe8 100644 --- a/flixel/addons/ui/FlxSlider.html +++ b/flixel/addons/ui/FlxSlider.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -124,8 +123,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUI.html b/flixel/addons/ui/FlxUI.html index 58d97a81d..f257c38eb 100644 --- a/flixel/addons/ui/FlxUI.html +++ b/flixel/addons/ui/FlxUI.html @@ -33,8 +33,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -53,7 +52,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -137,8 +136,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUI9SliceSprite.html b/flixel/addons/ui/FlxUI9SliceSprite.html index 53a9ab346..6570165cc 100644 --- a/flixel/addons/ui/FlxUI9SliceSprite.html +++ b/flixel/addons/ui/FlxUI9SliceSprite.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -107,8 +106,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIBar.html b/flixel/addons/ui/FlxUIBar.html index 63e4186a9..5982f3824 100644 --- a/flixel/addons/ui/FlxUIBar.html +++ b/flixel/addons/ui/FlxUIBar.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -130,8 +129,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIButton.html b/flixel/addons/ui/FlxUIButton.html index 805d0c0c0..0897f6bac 100644 --- a/flixel/addons/ui/FlxUIButton.html +++ b/flixel/addons/ui/FlxUIButton.html @@ -30,8 +30,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -50,7 +49,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -136,8 +135,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUICheckBox.html b/flixel/addons/ui/FlxUICheckBox.html index 5abfcc915..fc3647a48 100644 --- a/flixel/addons/ui/FlxUICheckBox.html +++ b/flixel/addons/ui/FlxUICheckBox.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIColorSwatch.html b/flixel/addons/ui/FlxUIColorSwatch.html index f3228e5da..32fffe24b 100644 --- a/flixel/addons/ui/FlxUIColorSwatch.html +++ b/flixel/addons/ui/FlxUIColorSwatch.html @@ -22,8 +22,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -42,7 +41,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -129,8 +128,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIColorSwatchSelecter.html b/flixel/addons/ui/FlxUIColorSwatchSelecter.html index 34539b573..9a4b98764 100644 --- a/flixel/addons/ui/FlxUIColorSwatchSelecter.html +++ b/flixel/addons/ui/FlxUIColorSwatchSelecter.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUICursor.html b/flixel/addons/ui/FlxUICursor.html index c2d47b9fc..42705f8e6 100644 --- a/flixel/addons/ui/FlxUICursor.html +++ b/flixel/addons/ui/FlxUICursor.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -111,8 +110,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIDropDownHeader.html b/flixel/addons/ui/FlxUIDropDownHeader.html index ec82f2691..1b44acdad 100644 --- a/flixel/addons/ui/FlxUIDropDownHeader.html +++ b/flixel/addons/ui/FlxUIDropDownHeader.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIDropDownMenu.html b/flixel/addons/ui/FlxUIDropDownMenu.html index 53fd7dbaa..1dfcee56c 100644 --- a/flixel/addons/ui/FlxUIDropDownMenu.html +++ b/flixel/addons/ui/FlxUIDropDownMenu.html @@ -19,8 +19,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -39,7 +38,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -123,8 +122,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIGroup.html b/flixel/addons/ui/FlxUIGroup.html index aab242196..fa7cfa53a 100644 --- a/flixel/addons/ui/FlxUIGroup.html +++ b/flixel/addons/ui/FlxUIGroup.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -124,8 +123,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIInputText.html b/flixel/addons/ui/FlxUIInputText.html index a2b73abba..b9ff2ea3d 100644 --- a/flixel/addons/ui/FlxUIInputText.html +++ b/flixel/addons/ui/FlxUIInputText.html @@ -13,10 +13,12 @@ Use it when you want to change the visible height of the text. Enables "auto height" if <= 0.

NOTE: Fixed height has no effect if autoSize = true.

Available since

5.4.0

.

fieldWidth:Float

The width of the TextField object used for bitmap generation for this FlxText object. Use it when you want to change the visible width of text. Enables autoSize if <= 0.

-

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. +

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

letterSpacing:Float

A number representing the amount of space that is uniformly distributed +between all characters. The value specifies the number of pixels that are +added to the advance after each character.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. x and y are multiplied by borderSize. Default is (1, 1), or lower-right corner.

size:Int

The size of the text being displayed in pixels.

systemFont:String

The system font for this text (not embedded). Setting this sets embedded to false. Passing an invalid font name (like "" or null) causes a default font to be used.

@:value("")text:String = ""

The text being displayed.

read onlytextField:TextField

Reference to a TextField object used internally for rendering - -be sure to know what you're doing if messing with its properties!

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there +be sure to know what you're doing if messing with its properties!

underline:Bool

Whether to use underlined text or not (false by default).

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there are 4 baked rotations in the spritesheet. 0 if this sprite does not have any baked rotations.

See also:

blend:BlendMode

Blending modes, just like Photoshop or whatever, e.g. "multiply", "screen", etc.

clipRect:FlxRect

Clipping rectangle for this sprite. Changing the rect's properties directly doesn't have any effect, reassign the property to update it (sprite.clipRect = sprite.clipRect;). @@ -31,8 +33,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -51,7 +52,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -141,8 +142,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUILine.html b/flixel/addons/ui/FlxUILine.html index 6232d299e..f46d1ebde 100644 --- a/flixel/addons/ui/FlxUILine.html +++ b/flixel/addons/ui/FlxUILine.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -107,8 +106,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIList.html b/flixel/addons/ui/FlxUIList.html index d6f0031ec..83c205e76 100644 --- a/flixel/addons/ui/FlxUIList.html +++ b/flixel/addons/ui/FlxUIList.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIMouse.html b/flixel/addons/ui/FlxUIMouse.html index 22d0ebe22..cdcc37ad5 100644 --- a/flixel/addons/ui/FlxUIMouse.html +++ b/flixel/addons/ui/FlxUIMouse.html @@ -3,7 +3,7 @@ flixel.addons.ui.FlxUIMouse - HaxeFlixel API

A customized extension to FlxMouse that lets us add in accessibility stuff -like using the keyboard to control mouse moving/clicking

Constructor

new(CursorContainer:Sprite)

Variables

@:value(true)updateGlobalScreenPosition:Bool = true

Inherited Variables

Defined by FlxMouse

read onlycursorContainer:Sprite

A display container for the mouse cursor. It is a child of FlxGame and +like using the keyboard to control mouse moving/clicking

Constructor

new(CursorContainer:Sprite)

Variables

@:value(true)updateGlobalScreenPosition:Bool = true

Inherited Variables

Defined by FlxMouse

read onlycursor:Null<Bitmap>

The current cursor bitmap, if there is one. To set, use the load function.

read onlycursorContainer:Sprite

A display container for the mouse cursor. It is a child of FlxGame and sits at the right "height". Not used on flash with the native cursor API.

read onlydeltaScreenX:Int

Distance in pixels the mouse has moved in screen space since the last frame in the X direction.

read onlydeltaScreenY:Int

Distance in pixels the mouse has moved in screen space since the last frame in the Y direction.

read onlydeltaX:Int

Distance in pixels the mouse has moved since the last frame in the X direction.

read onlydeltaY:Int

Distance in pixels the mouse has moved since the last frame in the Y direction.

@:value(true)enabled:Bool = true

Whether or not mouse input is currently enabled.

Available since

4.1.0

.

read onlyjustMoved:Bool

Check to see if the mouse has just been moved.

Available since

4.4.0

.

read onlyjustPressed:Bool

Check to see if the left mouse button has just been pressed.

read onlyjustPressedMiddle:Bool

Check to see if the middle mouse button has just been pressed.

read onlyjustPressedRight:Bool

Check to see if the right mouse button has just been pressed.

read onlyjustPressedTimeInTicks:Int

Time in ticks of last left mouse button press.

Available since

4.3.0

.

read onlyjustPressedTimeInTicksMiddle:Int

Time in ticks of last middle mouse button press.

Available since

4.3.0

.

read onlyjustPressedTimeInTicksRight:Int

Time in ticks of last right mouse button press.

Available since

4.3.0

.

read onlyjustReleased:Bool

Check to see if the left mouse button has just been released.

read onlyjustReleasedMiddle:Bool

Check to see if the middle mouse button has just been released.

read onlyjustReleasedRight:Bool

Check to see if the right mouse button has just been released.

read onlypressed:Bool

Check to see if the left mouse button is currently pressed.

read onlypressedMiddle:Bool

Check to see if the middle mouse button is currently pressed.

read onlypressedRight:Bool

Check to see if the right mouse button is currently pressed.

read onlyreleased:Bool

Check to see if the left mouse button is currently not pressed.

Available since

5.0.0

.

read onlyreleasedMiddle:Bool

Check to see if the middle mouse button is currently not pressed.

Available since

5.0.0

.

read onlyreleasedRight:Bool

Check to see if the right mouse button is currently not pressed.

Available since

5.0.0

.

@:value(false)useSystemCursor:Bool = false

Tells flixel to use the default system mouse cursor instead of custom Flixel mouse cursors.

@:value(true)visible:Bool = true

Used to toggle the visiblity of the mouse cursor - works on both the flixel and the system cursor, depending on which one is active.

@:value(0)read onlywheel:Int = 0

Current "delta" value of mouse wheel. If the wheel was just scrolled up, it will have a positive value and vice versa. Otherwise the value will be 0.

Defined by FlxPointer

@:value(0)read onlyscreenX:Int = 0

@:value(0)read onlyscreenY:Int = 0

@:value(0)read onlyx:Int = 0

@:value(0)read onlyy:Int = 0

Inherited Methods

Defined by FlxMouse

@:value({ YOffset : 0, XOffset : 0, Scale : 1 })load(?Graphic:Dynamic, Scale:Float = 1, XOffset:Int = 0, YOffset:Int = 0):Void

Load a new mouse cursor graphic - if you're using native cursors on flash, diff --git a/flixel/addons/ui/FlxUINumericStepper.html b/flixel/addons/ui/FlxUINumericStepper.html index 1ba1d80a3..4b1213fd4 100644 --- a/flixel/addons/ui/FlxUINumericStepper.html +++ b/flixel/addons/ui/FlxUINumericStepper.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIRadioGroup.html b/flixel/addons/ui/FlxUIRadioGroup.html index 80a103a64..519eb93c8 100644 --- a/flixel/addons/ui/FlxUIRadioGroup.html +++ b/flixel/addons/ui/FlxUIRadioGroup.html @@ -21,8 +21,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -41,7 +40,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -125,8 +124,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIRegion.html b/flixel/addons/ui/FlxUIRegion.html index d325b5856..8cb806dd7 100644 --- a/flixel/addons/ui/FlxUIRegion.html +++ b/flixel/addons/ui/FlxUIRegion.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -120,8 +119,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUISlider.html b/flixel/addons/ui/FlxUISlider.html index a3301f325..32cc32e23 100644 --- a/flixel/addons/ui/FlxUISlider.html +++ b/flixel/addons/ui/FlxUISlider.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -124,8 +123,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUISprite.html b/flixel/addons/ui/FlxUISprite.html index 81d940831..9f15b59bc 100644 --- a/flixel/addons/ui/FlxUISprite.html +++ b/flixel/addons/ui/FlxUISprite.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -107,8 +106,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUISpriteButton.html b/flixel/addons/ui/FlxUISpriteButton.html index e183383d9..6cd6f9552 100644 --- a/flixel/addons/ui/FlxUISpriteButton.html +++ b/flixel/addons/ui/FlxUISpriteButton.html @@ -25,8 +25,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -45,7 +44,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -131,8 +130,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUITabMenu.html b/flixel/addons/ui/FlxUITabMenu.html index 135ab3dd5..db11d5e67 100644 --- a/flixel/addons/ui/FlxUITabMenu.html +++ b/flixel/addons/ui/FlxUITabMenu.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUIText.html b/flixel/addons/ui/FlxUIText.html index 1517b0287..1797f4d05 100644 --- a/flixel/addons/ui/FlxUIText.html +++ b/flixel/addons/ui/FlxUIText.html @@ -10,10 +10,12 @@ Use it when you want to change the visible height of the text. Enables "auto height" if <= 0.

NOTE: Fixed height has no effect if autoSize = true.

Available since

5.4.0

.

fieldWidth:Float

The width of the TextField object used for bitmap generation for this FlxText object. Use it when you want to change the visible width of text. Enables autoSize if <= 0.

-

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. +

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

letterSpacing:Float

A number representing the amount of space that is uniformly distributed +between all characters. The value specifies the number of pixels that are +added to the advance after each character.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. x and y are multiplied by borderSize. Default is (1, 1), or lower-right corner.

size:Int

The size of the text being displayed in pixels.

systemFont:String

The system font for this text (not embedded). Setting this sets embedded to false. Passing an invalid font name (like "" or null) causes a default font to be used.

@:value("")text:String = ""

The text being displayed.

read onlytextField:TextField

Reference to a TextField object used internally for rendering - -be sure to know what you're doing if messing with its properties!

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there +be sure to know what you're doing if messing with its properties!

underline:Bool

Whether to use underlined text or not (false by default).

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there are 4 baked rotations in the spritesheet. 0 if this sprite does not have any baked rotations.

See also:

blend:BlendMode

Blending modes, just like Photoshop or whatever, e.g. "multiply", "screen", etc.

clipRect:FlxRect

Clipping rectangle for this sprite. Changing the rect's properties directly doesn't have any effect, reassign the property to update it (sprite.clipRect = sprite.clipRect;). @@ -28,8 +30,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -48,7 +49,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -138,8 +139,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUITileTest.html b/flixel/addons/ui/FlxUITileTest.html index 59e997212..9b26eee83 100644 --- a/flixel/addons/ui/FlxUITileTest.html +++ b/flixel/addons/ui/FlxUITileTest.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -107,8 +106,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUITooltip.html b/flixel/addons/ui/FlxUITooltip.html index 7faa59445..3c8c8e6f3 100644 --- a/flixel/addons/ui/FlxUITooltip.html +++ b/flixel/addons/ui/FlxUITooltip.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/ui/FlxUITypedButton.html b/flixel/addons/ui/FlxUITypedButton.html index bf931f096..79f8ca025 100644 --- a/flixel/addons/ui/FlxUITypedButton.html +++ b/flixel/addons/ui/FlxUITypedButton.html @@ -26,8 +26,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -46,7 +45,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -128,8 +127,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/addons/weapon/FlxBullet.html b/flixel/addons/weapon/FlxBullet.html index b47f4ad44..d1b6d90b5 100644 --- a/flixel/addons/weapon/FlxBullet.html +++ b/flixel/addons/weapon/FlxBullet.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -123,8 +122,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/effects/FlxFlicker.html b/flixel/effects/FlxFlicker.html index 54139218e..9e296b2dc 100644 --- a/flixel/effects/FlxFlicker.html +++ b/flixel/effects/FlxFlicker.html @@ -3,6 +3,6 @@ flixel.effects.FlxFlicker - HaxeFlixel API

The retro flickering effect with callbacks. -You can use this as a mixin in any FlxObject subclass or by calling the static functions.

Static methods

@:value({ ForceRestart : true, EndVisibility : true, Interval : 0.04, Duration : 1 })staticflicker(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, EndVisibility:Bool = true, ForceRestart:Bool = true, ?CompletionCallback:FlxFlicker ‑> Void, ?ProgressCallback:FlxFlicker ‑> Void):FlxFlicker

A simple flicker effect for sprites using a ping-pong tween by toggling visibility.

Parameters:

Object

The object.

Duration

How long to flicker for (in seconds). 0 means "forever".

Interval

In what interval to toggle visibility. Set to FlxG.elapsed if <= 0!

EndVisibility

Force the visible value when the flicker completes, +You can use this as a mixin in any FlxObject subclass or by calling the static functions.

Static methods

@:value({ ForceRestart : true, EndVisibility : true, Interval : 0.04, Duration : 1 })staticflicker(Object:FlxObject, Duration:Float = 1, Interval:Float = 0.04, EndVisibility:Bool = true, ForceRestart:Bool = true, ?CompletionCallback:FlxFlicker ‑> Void, ?ProgressCallback:FlxFlicker ‑> Void):FlxFlicker

A simple flicker effect for sprites using a FlxTimer to toggle visibility.

Parameters:

Object

The object.

Duration

How long to flicker for (in seconds). 0 means "forever".

Interval

In what interval to toggle visibility. Set to FlxG.elapsed if <= 0!

EndVisibility

Force the visible value when the flicker completes, useful with fast repetitive use.

ForceRestart

Force the flicker to restart from beginning, discarding the flickering effect already in progress if there is one.

CompletionCallback

An optional callback that will be triggered when a flickering has finished.

ProgressCallback

An optional callback that will be triggered when visibility is toggled.

Returns:

The FlxFlicker object. FlxFlickers are pooled internally, so beware of storing references.

staticisFlickering(Object:FlxObject):Bool

Returns whether the object is flickering or not.

Parameters:

Object

The object to test.

staticstopFlickering(Object:FlxObject):Void

Stops flickering of the object. Also it will make the object visible.

Parameters:

Object

The object to stop flickering.

Variables

read onlyduration:Float

The duration of the flicker (in seconds). 0 means "forever".

read onlyendVisibility:Bool

The final visibility of the object after flicker is complete.

read onlyinterval:Float

The interval of the flicker.

read onlyobject:FlxObject

The flickering object.

read onlytimer:FlxTimer

The flicker timer. You can check how many seconds has passed since flickering started etc.

read onlycompletionCallback:FlxFlicker ‑> Void

The callback that will be triggered after flicker has completed.

read onlyprogressCallback:FlxFlicker ‑> Void

The callback that will be triggered every time object visiblity is changed.

Methods

destroy():Void

Nullifies the references to prepare object for reuse and avoid memory leaks.

stop():Void

Prematurely ends flickering.

\ No newline at end of file diff --git a/flixel/effects/particles/FlxParticle.html b/flixel/effects/particles/FlxParticle.html index a65d84d2f..a1bf5e610 100644 --- a/flixel/effects/particles/FlxParticle.html +++ b/flixel/effects/particles/FlxParticle.html @@ -30,8 +30,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -50,7 +49,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -130,8 +129,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/graphics/FlxGraphic.html b/flixel/graphics/FlxGraphic.html index ddab1d32d..e12008608 100644 --- a/flixel/graphics/FlxGraphic.html +++ b/flixel/graphics/FlxGraphic.html @@ -18,8 +18,9 @@ (like fromTexturePackerJson(), fromTexturePackerXml(), etc).

bitmap:BitmapData

The cached BitmapData object.

read onlycanBeDumped:Bool

Whether the BitmapData of this graphic object can be dumped for decreased memory usage, but may cause some issues (when you need direct access to pixels of this graphic. If the graphic is dumped then you should call undump() and have total access to pixels.

@:value(true)destroyOnNoUse:Bool = true

Whether this FlxGraphic should be destroyed when useCount becomes zero (defaults to true). -Has no effect when persist is true.

@:value(0)read onlyheight:Int = 0

Height of the cached BitmapData.

read onlyimageFrame:FlxImageFrame

FlxImageFrame object for the whole bitmap.

@:value(false)read onlyisDumped:Bool = false

Whether the BitmapData of this graphic object has been dumped or not.

read onlyisLoaded:Bool

Whether the BitmapData of this graphic object has been loaded or not.

read onlykey:String

Key used in the BitmapFrontEnd cache.

@:value(false)persist:Bool = false

Whether this graphic object should stay in the cache after state changes or not. -destroyOnNoUse has no effect when this is set to true.

read onlyshader:FlxShader

@:value(false)unique:Bool = false

Shows whether this object unique in cache or not.

+Has no effect when persist is true.

@:value(0)read onlyheight:Int = 0

Height of the cached BitmapData.

read onlyimageFrame:FlxImageFrame

FlxImageFrame object for the whole bitmap.

read onlyisDestroyed:Bool

Whether destroy was called on this graphic

Available since

5.6.0

.

@:value(false)read onlyisDumped:Bool = false

Whether the BitmapData of this graphic object has been dumped or not.

read onlyisLoaded:Bool

Whether the BitmapData of this graphic object has been loaded or not.

read onlykey:String

Key used in the BitmapFrontEnd cache.

@:value(false)persist:Bool = false

Whether this graphic object should stay in the cache after state changes or not. +destroyOnNoUse has no effect when this is set to true.

read onlyshader:FlxShader

GLSL shader for this graphic. Only used if utilizing sprites do not define a shader +Avoid changing it frequently as this is a costly operation.

@:value(false)unique:Bool = false

Shows whether this object unique in cache or not.

Whether undumped BitmapData should be cloned or not. It is false by default, since it significantly increases memory consumption.

@:value(0)read onlyuseCount:Int = 0

Usage counter for this FlxGraphic object.

@:value(0)read onlywidth:Int = 0

Width of the cached BitmapData.

Methods

addFrameCollection(collection:FlxFramesCollection):Void

Stores specified FlxFrame collection in internal map (this helps reduce object creation).

Parameters:

collection

frame collection to store.

destroy():Void

Trying to free the memory as much as possible

dump():Void

Dumps bits of BitmapData to decrease memory usage, but you can't read/write pixels on it anymore (but you can call onContext() (or undump()) method which will restore it again).

inlinegetEmptyFrame(size:FlxPoint):FlxFrame

Creates empty frame for this graphic with specified size. diff --git a/flixel/graphics/atlas/Hash.html b/flixel/graphics/atlas/Hash.html deleted file mode 100644 index b1e8c2277..000000000 --- a/flixel/graphics/atlas/Hash.html +++ /dev/null @@ -1,4 +0,0 @@ - - - -flixel.graphics.atlas.Hash - HaxeFlixel API

Internal helper used to enumerate the fields of an atlas that has frame data keyed by frame names.

Static methods

\ No newline at end of file diff --git a/flixel/graphics/atlas/HashOrArray.html b/flixel/graphics/atlas/HashOrArray.html index 5fc951a82..a664ecb9d 100644 --- a/flixel/graphics/atlas/HashOrArray.html +++ b/flixel/graphics/atlas/HashOrArray.html @@ -1,4 +1,4 @@ -flixel.graphics.atlas.HashOrArray - HaxeFlixel API
\ No newline at end of file +flixel.graphics.atlas.HashOrArray - HaxeFlixel API

Static methods

staticinlineisArray(this:Dynamic):Bool

staticinlineisHash(this:Dynamic):Bool

staticinlineiterator(this:Dynamic):Iterator<T>

@:tostaticinlinetoArray(this:Dynamic):Array<T>

@:tostaticinlinetoHash(this:Dynamic):DynamicAccess<T>

\ No newline at end of file diff --git a/flixel/graphics/atlas/TexturePackerAtlasHash.html b/flixel/graphics/atlas/TexturePackerAtlasHash.html index a892e6ecc..742721c99 100644 --- a/flixel/graphics/atlas/TexturePackerAtlasHash.html +++ b/flixel/graphics/atlas/TexturePackerAtlasHash.html @@ -1,4 +1,4 @@ -flixel.graphics.atlas.TexturePackerAtlasHash - HaxeFlixel API
\ No newline at end of file +flixel.graphics.atlas.TexturePackerAtlasHash - HaxeFlixel API
\ No newline at end of file diff --git a/flixel/graphics/atlas/index.html b/flixel/graphics/atlas/index.html index ea45953ad..50f3c0d94 100644 --- a/flixel/graphics/atlas/index.html +++ b/flixel/graphics/atlas/index.html @@ -8,4 +8,4 @@ certain animation.

AseAtlasTagDirection

AseAtlasTagRepeat

A string expected to always be a string with a valid int value (or null)

AseBlendMode

The different types of blend modes offered by Aseprite's atlases.

AseObject

AtlasBase

AtlasFrame

AtlasPos

Position struct use for atlas json parsing, { x:Float, y:Float }

AtlasRect

Rectangle struct use for atlas json parsing, { x:Float, y:Float, w:Float, h:Float }

AtlasSize

Size struct use for atlas json parsing, { w:Float, h:Float }

FlxAtlas

Class for packing multiple images in big one and generating frame data for each of them so you can easily load regions of atlas in sprites and tilemaps as a source of graphic

FlxNode

Atlas node holds information about image on Atlas. Plus it have few methods for easy frame data generation, -which can be loaded in sprites and in tilemaps.

Hash

Internal helper used to enumerate the fields of an atlas that has frame data keyed by frame names.

HashOrArray

TexturePackerAtlas

TexturePackerAtlasArray

TexturePackerAtlasFrame

TexturePackerAtlasHash

\ No newline at end of file +which can be loaded in sprites and in tilemaps.

HashOrArray

TexturePackerAtlas

TexturePackerAtlasArray

TexturePackerAtlasFrame

TexturePackerAtlasHash

\ No newline at end of file diff --git a/flixel/graphics/frames/FlxAtlasFrames.html b/flixel/graphics/frames/FlxAtlasFrames.html index b96d473cb..420807ba8 100644 --- a/flixel/graphics/frames/FlxAtlasFrames.html +++ b/flixel/graphics/frames/FlxAtlasFrames.html @@ -31,7 +31,7 @@ Used for faster type detection (less casting).

Inherited Methods

Defined by FlxFramesCollection

@:value({ duration : 0.0, flipY : false, flipX : false, angle : 0 })addAtlasFrame(frame:FlxRect, sourceSize:FlxPoint, offset:FlxPoint, ?name:String, angle:FlxFrameAngle = 0, flipX:Bool = false, flipY:Bool = false, duration:Float = 0.0):FlxFrame

Adds new frame to this frame collection. This method runs additional check, and can add rotated frames (from texture atlases).

Parameters:

frame

Region of image.

sourceSize

Original size of packed image (if image had been cropped, then original size will be bigger than frame size).

offset

How frame region is located on original frame image -(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. +(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

duration

The duration of this frame in seconds. If 0, the anim controller will decide the duration.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. An empty frame is doing almost nothing for all the time.

Parameters:

size

Dimensions of the frame to add.

Returns:

Newly added empty frame.

addFrameOffset(name:String, offsetX:Float, offsetY:Float):Void

Adjusts the target frame's offset by the specified values. This mainly exists because certain atlas exporters don't give the correct offset. If no frame with the specified name exists, a warning is logged.

Parameters:

name

The name of the frame.

offsetX

The horizontal adjustment added to the frame's current offset.

offsetY

The vertical adjustment added to the frame's current offset.

Available since

5.3.0

.

@:value({ warnIfEmpty : true })addFramesOffsetByPrefix(prefix:String, offsetX:Float, offsetY:Float, warnIfEmpty:Bool = true):Void

Adjusts all frames with the specified name prefix by the specified offset. This mainly diff --git a/flixel/graphics/frames/FlxBitmapFont.html b/flixel/graphics/frames/FlxBitmapFont.html index bf9b514fe..56208417b 100644 --- a/flixel/graphics/frames/FlxBitmapFont.html +++ b/flixel/graphics/frames/FlxBitmapFont.html @@ -1,7 +1,7 @@ -flixel.graphics.frames.FlxBitmapFont - HaxeFlixel API

Holds information and bitmap characters for a bitmap font.

Static variables

@:value(" !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~")staticinlineread onlyDEFAULT_CHARS:String = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~"

Default letters for XNA font.

Static methods

staticfindFont(frame:FlxFrame, ?border:FlxPoint):FlxBitmapFont

staticfromAngelCode(source:FlxBitmapFontGraphicAsset, data:FlxAngelCodeXmlAsset):FlxBitmapFont

Loads font data in AngelCode's format.

Parameters:

source

Font image source.

data

Font data.

Returns:

Generated bitmap font object.

staticfromMonospace(source:FlxBitmapFontGraphicAsset, ?letters:String, charSize:FlxPoint, ?region:FlxRect, ?spacing:FlxPoint):FlxBitmapFont

Loads a monospaced bitmap font.

Parameters:

source

Source image for this font. +flixel.graphics.frames.FlxBitmapFont - HaxeFlixel API

Holds information and bitmap characters for a bitmap font.

Static variables

@:value(" !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~")staticinlineread onlyDEFAULT_CHARS:String = " !\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~"

Default letters for XNA font.

Static methods

staticfindFont(frame:FlxFrame, ?border:FlxPoint):FlxBitmapFont

staticfromAngelCode(source:FlxBitmapFontGraphicAsset, data:FlxAngelCodeAsset):FlxBitmapFont

Loads font data in AngelCode's format.

Parameters:

source

Font image source.

data

Font data.

Returns:

Generated bitmap font object.

staticfromMonospace(source:FlxBitmapFontGraphicAsset, ?letters:String, charSize:FlxPoint, ?region:FlxRect, ?spacing:FlxPoint):FlxBitmapFont

Loads a monospaced bitmap font.

Parameters:

source

Source image for this font. Use white pixels if you intend to change the color.

letters

The characters used in the font set, in display order. You can use the TEXT_SET constants for common font set arrangements.

charSiz

The size of each character in the font set.

region

The region of image to use for the font. Default is null which means that the whole image will be used.

spacing

Spaces between characters in the font set. Default is null which means no spaces.

Returns:

Generated bitmap font object.

@:value({ charBGColor : FlxColor.TRANSPARENT })staticfromXNA(source:FlxBitmapFontGraphicAsset, ?letters:String, charBGColor:Int = FlxColor.TRANSPARENT):FlxBitmapFont

Load bitmap font in XNA/Pixelizer format. @@ -18,7 +18,7 @@ Used for faster type detection (less casting).

Inherited Methods

Defined by FlxFramesCollection

@:value({ duration : 0.0, flipY : false, flipX : false, angle : 0 })addAtlasFrame(frame:FlxRect, sourceSize:FlxPoint, offset:FlxPoint, ?name:String, angle:FlxFrameAngle = 0, flipX:Bool = false, flipY:Bool = false, duration:Float = 0.0):FlxFrame

Adds new frame to this frame collection. This method runs additional check, and can add rotated frames (from texture atlases).

Parameters:

frame

Region of image.

sourceSize

Original size of packed image (if image had been cropped, then original size will be bigger than frame size).

offset

How frame region is located on original frame image -(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. +(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

duration

The duration of this frame in seconds. If 0, the anim controller will decide the duration.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. An empty frame is doing almost nothing for all the time.

Parameters:

size

Dimensions of the frame to add.

Returns:

Newly added empty frame.

addFrameOffset(name:String, offsetX:Float, offsetY:Float):Void

Adjusts the target frame's offset by the specified values. This mainly exists because certain atlas exporters don't give the correct offset. If no frame with the specified name exists, a warning is logged.

Parameters:

name

The name of the frame.

offsetX

The horizontal adjustment added to the frame's current offset.

offsetY

The vertical adjustment added to the frame's current offset.

Available since

5.3.0

.

@:value({ warnIfEmpty : true })addFramesOffsetByPrefix(prefix:String, offsetX:Float, offsetY:Float, warnIfEmpty:Bool = true):Void

Adjusts all frames with the specified name prefix by the specified offset. This mainly diff --git a/flixel/graphics/frames/FlxFilterFrames.html b/flixel/graphics/frames/FlxFilterFrames.html index 88a2efd31..358545583 100644 --- a/flixel/graphics/frames/FlxFilterFrames.html +++ b/flixel/graphics/frames/FlxFilterFrames.html @@ -13,7 +13,7 @@ Used for faster type detection (less casting).

Inherited Methods

Defined by FlxFramesCollection

@:value({ duration : 0.0, flipY : false, flipX : false, angle : 0 })addAtlasFrame(frame:FlxRect, sourceSize:FlxPoint, offset:FlxPoint, ?name:String, angle:FlxFrameAngle = 0, flipX:Bool = false, flipY:Bool = false, duration:Float = 0.0):FlxFrame

Adds new frame to this frame collection. This method runs additional check, and can add rotated frames (from texture atlases).

Parameters:

frame

Region of image.

sourceSize

Original size of packed image (if image had been cropped, then original size will be bigger than frame size).

offset

How frame region is located on original frame image -(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

Returns:

Newly created and added frame object.

addBorder(border:FlxPoint):FlxFramesCollection

Generates new frames collection from this collection but trims frames by specified borders.

Parameters:

border

How much space trim around the frames.

Returns:

Generated frames collection.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. +(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

duration

The duration of this frame in seconds. If 0, the anim controller will decide the duration.

Returns:

Newly created and added frame object.

addBorder(border:FlxPoint):FlxFramesCollection

Generates new frames collection from this collection but trims frames by specified borders.

Parameters:

border

How much space trim around the frames.

Returns:

Generated frames collection.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. An empty frame is doing almost nothing for all the time.

Parameters:

size

Dimensions of the frame to add.

Returns:

Newly added empty frame.

addFrameOffset(name:String, offsetX:Float, offsetY:Float):Void

Adjusts the target frame's offset by the specified values. This mainly exists because certain atlas exporters don't give the correct offset. If no frame with the specified name exists, a warning is logged.

Parameters:

name

The name of the frame.

offsetX

The horizontal adjustment added to the frame's current offset.

offsetY

The vertical adjustment added to the frame's current offset.

Available since

5.3.0

.

@:value({ warnIfEmpty : true })addFramesOffsetByPrefix(prefix:String, offsetX:Float, offsetY:Float, warnIfEmpty:Bool = true):Void

Adjusts all frames with the specified name prefix by the specified offset. This mainly diff --git a/flixel/graphics/frames/FlxFrame.html b/flixel/graphics/frames/FlxFrame.html index d866ca8b2..a3e60520f 100644 --- a/flixel/graphics/frames/FlxFrame.html +++ b/flixel/graphics/frames/FlxFrame.html @@ -1,9 +1,11 @@ -flixel.graphics.frames.FlxFrame - HaxeFlixel API

Base class for all frame types

Static methods

staticsort(frames:Array<FlxFrame>, prefixLength:Int, postfixLength:Int):Void

Sorts an array of FlxFrame objects by their name, e.g. -["tiles-001.png", "tiles-003.png", "tiles-002.png"] -with "tiles-".length == prefixLength and ".png".length == postfixLength.

staticsortByName(frame1:FlxFrame, frame2:FlxFrame, prefixLength:Int, postfixLength:Int):Int

Variables

angle:FlxFrameAngle

Rotation angle of this frame. +flixel.graphics.frames.FlxFrame - HaxeFlixel API

Base class for all frame types

Static methods

@:value({ warn : true })staticsort(frames:Array<FlxFrame>, prefixLength:Int, suffixLength:Int, warn:Bool = true):Void

Sorts frames based on the value of the frames' name between the prefix and suffix. +Uses Std.parseInt to parse the value, if the result is null, 0 is used, if the result +is a negative number, the absolute valute is used.

Parameters:

frames

The list of frames to sort

prefix

Everything in the frames' name before the order

suffix

Everything in the frames' name after the order

warn

Whether to warn on invalid names

staticsortByName(frame1:FlxFrame, frame2:FlxFrame, prefixLength:Int, suffixLength:Int):Int

@:value({ warn : true })staticinlinesortFrames(frames:Array<FlxFrame>, prefix:String, ?suffix:String, warn:Bool = true):Void

Sorts frames based on the value of the frames' name between the prefix and suffix. +Uses Std.parseInt to parse the value, if the result is null, 0 is used, if the result +is a negative number, the absolute valute is used.

Parameters:

frames

The list of frames to sort

prefix

Everything in the frames' name before the order

suffix

Everything in the frames' name after the order

warn

Whether to warn on invalid names

Variables

angle:FlxFrameAngle

Rotation angle of this frame. Required for packed atlas images.

duration:Float

The duration of this frame in seconds. If 0, the anim controller will decide the duration

frame:FlxRect

Region of the image to render.

read onlyoffset:FlxPoint

Frame offset from top left corner of original image.

read onlysourceSize:FlxPoint

Original (uncropped) image size.

type:FlxFrameType

The type of this frame.

uv:FlxRect

UV coordinates for this frame. WARNING: For optimization purposes, width and height of this rect contain right and bottom coordinates (x + width and y + height).

Methods

clipTo(clip:FlxRect, ?clippedFrame:FlxFrame):FlxFrame

Frame clipping

Parameters:

clip

Clipping rectangle to apply on frame

clippedFrame

The frame which will contain result of original frame clipping. diff --git a/flixel/graphics/frames/FlxFramesCollection.html b/flixel/graphics/frames/FlxFramesCollection.html index 25c425ecd..c3cabbbfa 100644 --- a/flixel/graphics/frames/FlxFramesCollection.html +++ b/flixel/graphics/frames/FlxFramesCollection.html @@ -9,7 +9,7 @@ Used for faster type detection (less casting).

Methods

@:value({ duration : 0.0, flipY : false, flipX : false, angle : 0 })addAtlasFrame(frame:FlxRect, sourceSize:FlxPoint, offset:FlxPoint, ?name:String, angle:FlxFrameAngle = 0, flipX:Bool = false, flipY:Bool = false, duration:Float = 0.0):FlxFrame

Adds new frame to this frame collection. This method runs additional check, and can add rotated frames (from texture atlases).

Parameters:

frame

Region of image.

sourceSize

Original size of packed image (if image had been cropped, then original size will be bigger than frame size).

offset

How frame region is located on original frame image -(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

Returns:

Newly created and added frame object.

addBorder(border:FlxPoint):FlxFramesCollection

Generates new frames collection from this collection but trims frames by specified borders.

Parameters:

border

How much space trim around the frames.

Returns:

Generated frames collection.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. +(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

duration

The duration of this frame in seconds. If 0, the anim controller will decide the duration.

Returns:

Newly created and added frame object.

addBorder(border:FlxPoint):FlxFramesCollection

Generates new frames collection from this collection but trims frames by specified borders.

Parameters:

border

How much space trim around the frames.

Returns:

Generated frames collection.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. An empty frame is doing almost nothing for all the time.

Parameters:

size

Dimensions of the frame to add.

Returns:

Newly added empty frame.

addFrameOffset(name:String, offsetX:Float, offsetY:Float):Void

Adjusts the target frame's offset by the specified values. This mainly exists because certain atlas exporters don't give the correct offset. If no frame with the specified name exists, a warning is logged.

Parameters:

name

The name of the frame.

offsetX

The horizontal adjustment added to the frame's current offset.

offsetY

The vertical adjustment added to the frame's current offset.

Available since

5.3.0

.

@:value({ warnIfEmpty : true })addFramesOffsetByPrefix(prefix:String, offsetX:Float, offsetY:Float, warnIfEmpty:Bool = true):Void

Adjusts all frames with the specified name prefix by the specified offset. This mainly diff --git a/flixel/graphics/frames/FlxImageFrame.html b/flixel/graphics/frames/FlxImageFrame.html index c68a6d0c0..3fb95b40f 100644 --- a/flixel/graphics/frames/FlxImageFrame.html +++ b/flixel/graphics/frames/FlxImageFrame.html @@ -18,7 +18,7 @@ Used for faster type detection (less casting).

Inherited Methods

Defined by FlxFramesCollection

@:value({ duration : 0.0, flipY : false, flipX : false, angle : 0 })addAtlasFrame(frame:FlxRect, sourceSize:FlxPoint, offset:FlxPoint, ?name:String, angle:FlxFrameAngle = 0, flipX:Bool = false, flipY:Bool = false, duration:Float = 0.0):FlxFrame

Adds new frame to this frame collection. This method runs additional check, and can add rotated frames (from texture atlases).

Parameters:

frame

Region of image.

sourceSize

Original size of packed image (if image had been cropped, then original size will be bigger than frame size).

offset

How frame region is located on original frame image -(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. +(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

duration

The duration of this frame in seconds. If 0, the anim controller will decide the duration.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. An empty frame is doing almost nothing for all the time.

Parameters:

size

Dimensions of the frame to add.

Returns:

Newly added empty frame.

addFrameOffset(name:String, offsetX:Float, offsetY:Float):Void

Adjusts the target frame's offset by the specified values. This mainly exists because certain atlas exporters don't give the correct offset. If no frame with the specified name exists, a warning is logged.

Parameters:

name

The name of the frame.

offsetX

The horizontal adjustment added to the frame's current offset.

offsetY

The vertical adjustment added to the frame's current offset.

Available since

5.3.0

.

@:value({ warnIfEmpty : true })addFramesOffsetByPrefix(prefix:String, offsetX:Float, offsetY:Float, warnIfEmpty:Bool = true):Void

Adjusts all frames with the specified name prefix by the specified offset. This mainly diff --git a/flixel/graphics/frames/FlxTileFrames.html b/flixel/graphics/frames/FlxTileFrames.html index ff65603c3..471563956 100644 --- a/flixel/graphics/frames/FlxTileFrames.html +++ b/flixel/graphics/frames/FlxTileFrames.html @@ -38,7 +38,7 @@ Used for faster type detection (less casting).

Inherited Methods

Defined by FlxFramesCollection

@:value({ duration : 0.0, flipY : false, flipX : false, angle : 0 })addAtlasFrame(frame:FlxRect, sourceSize:FlxPoint, offset:FlxPoint, ?name:String, angle:FlxFrameAngle = 0, flipX:Bool = false, flipY:Bool = false, duration:Float = 0.0):FlxFrame

Adds new frame to this frame collection. This method runs additional check, and can add rotated frames (from texture atlases).

Parameters:

frame

Region of image.

sourceSize

Original size of packed image (if image had been cropped, then original size will be bigger than frame size).

offset

How frame region is located on original frame image -(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. +(offset from top left corner of original image).

name

Name for this frame (name of packed image file).

angle

Rotation of packed image (can be 0, 90 or -90).

flipX

If packed image should be horizontally flipped.

flipY

If packed image should be vertically flipped.

duration

The duration of this frame in seconds. If 0, the anim controller will decide the duration.

Returns:

Newly created and added frame object.

addEmptyFrame(size:FlxRect):FlxFrame

Adds empty frame into this frame collection. An empty frame is doing almost nothing for all the time.

Parameters:

size

Dimensions of the frame to add.

Returns:

Newly added empty frame.

addFrameOffset(name:String, offsetX:Float, offsetY:Float):Void

Adjusts the target frame's offset by the specified values. This mainly exists because certain atlas exporters don't give the correct offset. If no frame with the specified name exists, a warning is logged.

Parameters:

name

The name of the frame.

offsetX

The horizontal adjustment added to the frame's current offset.

offsetY

The vertical adjustment added to the frame's current offset.

Available since

5.3.0

.

@:value({ warnIfEmpty : true })addFramesOffsetByPrefix(prefix:String, offsetX:Float, offsetY:Float, warnIfEmpty:Bool = true):Void

Adjusts all frames with the specified name prefix by the specified offset. This mainly diff --git a/flixel/graphics/frames/bmfont/BMFont.html b/flixel/graphics/frames/bmfont/BMFont.html new file mode 100644 index 000000000..c8b138411 --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFont.html @@ -0,0 +1,6 @@ + + + +flixel.graphics.frames.bmfont.BMFont - HaxeFlixel API

Used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary files +exported from BMFont

Available since

5.6.0

.

See also:

Static methods

Variables

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontChar.html b/flixel/graphics/frames/bmfont/BMFontChar.html new file mode 100644 index 000000000..2a9f52bd4 --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontChar.html @@ -0,0 +1,6 @@ + + + +flixel.graphics.frames.bmfont.BMFontChar - HaxeFlixel API

Bitmap font character data used internally via FlxBitmapFont.fromAngelCode to serialize text, +xml or binary files exported from BMFont

Available since

5.6.0

.

See also:

Variables

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontCommon.html b/flixel/graphics/frames/bmfont/BMFontCommon.html new file mode 100644 index 000000000..c17f20c9e --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontCommon.html @@ -0,0 +1,6 @@ + + + +flixel.graphics.frames.bmfont.BMFontCommon - HaxeFlixel API

Common data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

Available since

5.6.0

.

See also:

Variables

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontInfo.html b/flixel/graphics/frames/bmfont/BMFontInfo.html new file mode 100644 index 000000000..9120f22ab --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontInfo.html @@ -0,0 +1,6 @@ + + + +flixel.graphics.frames.bmfont.BMFontInfo - HaxeFlixel API

Info data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

Available since

5.6.0

.

See also:

Variables

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontKerning.html b/flixel/graphics/frames/bmfont/BMFontKerning.html new file mode 100644 index 000000000..c28e179ca --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontKerning.html @@ -0,0 +1,6 @@ + + + +flixel.graphics.frames.bmfont.BMFontKerning - HaxeFlixel API

Kerning data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

Available since

5.6.0

.

See also:

Constructor

@:value({ amount : 0, second : -1, first : -1 })inlinenew(first:Int = -1, second:Int = -1, amount:Int = 0)

Variables

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontPadding.html b/flixel/graphics/frames/bmfont/BMFontPadding.html new file mode 100644 index 000000000..51d042210 --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontPadding.html @@ -0,0 +1,4 @@ + + + +flixel.graphics.frames.bmfont.BMFontPadding - HaxeFlixel API

Static methods

staticinlinefromString(data:String):BMFontPadding

Constructor

@:value({ left : 0, down : 0, right : 0, up : 0 })inlinenew(up:Int = 0, right:Int = 0, down:Int = 0, left:Int = 0)

Variables

@:value(0)down:Int = 0

@:value(0)left:Int = 0

@:value(0)right:Int = 0

@:value(0)up:Int = 0

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontPage.html b/flixel/graphics/frames/bmfont/BMFontPage.html new file mode 100644 index 000000000..749aae719 --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontPage.html @@ -0,0 +1,6 @@ + + + +flixel.graphics.frames.bmfont.BMFontPage - HaxeFlixel API

Page data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

Available since

5.6.0

.

See also:

Constructor

inlinenew(id:Int, file:String)

Variables

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontSpacing.html b/flixel/graphics/frames/bmfont/BMFontSpacing.html new file mode 100644 index 000000000..30f60847e --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontSpacing.html @@ -0,0 +1,4 @@ + + + +flixel.graphics.frames.bmfont.BMFontSpacing - HaxeFlixel API

Static methods

Constructor

@:value({ y : 0, x : 0 })inlinenew(x:Int = 0, y:Int = 0)

Variables

@:value(0)x:Int = 0

@:value(0)y:Int = 0

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/BMFontXml.html b/flixel/graphics/frames/bmfont/BMFontXml.html new file mode 100644 index 000000000..283d7a7e9 --- /dev/null +++ b/flixel/graphics/frames/bmfont/BMFontXml.html @@ -0,0 +1,6 @@ + + + +flixel.graphics.frames.bmfont.BMFontXml - HaxeFlixel API

Helps providing a fast dot-syntax access to the most common Xml methods. +Copied from haxe.xml.Access but replaces error throws with warnings and errors FlxG.log

Static variables

staticread onlyatt:AttribAccess

Access to a given attribute.

staticread onlyelements:Iterator<BMFontXml>

The list of all sub-elements which are the nodes with type Xml.Element.

staticread onlyname:String

The name of the current element. This is the same as Xml.nodeName.

staticread onlynode:NodeAccess

Access to the first sub element with the given name.

staticread onlyxml:Xml

Static methods

statichas(this:Xml, name:String):Bool

Check the existence of an attribute with the given name.

statichasNode(this:Xml, name:String):Bool

Check the existence of a sub node with the given name.

staticnodes(this:Xml, name:String):Array<BMFontXml>

Access to the List of elements with the given name.

\ No newline at end of file diff --git a/flixel/graphics/frames/bmfont/index.html b/flixel/graphics/frames/bmfont/index.html new file mode 100644 index 000000000..e8934f950 --- /dev/null +++ b/flixel/graphics/frames/bmfont/index.html @@ -0,0 +1,11 @@ + + + +flixel.graphics.frames.bmfont - HaxeFlixel API

flixel.graphics.frames.bmfont

..
BMFont

Used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary files +exported from BMFont

BMFontChar

Bitmap font character data used internally via FlxBitmapFont.fromAngelCode to serialize text, +xml or binary files exported from BMFont

BMFontCommon

Common data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

BMFontInfo

Info data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

BMFontKerning

Kerning data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

BMFontPadding

BMFontPage

Page data used internally via FlxBitmapFont.fromAngelCode to serialize text, xml or binary +files exported from BMFont

BMFontSpacing

BMFontXml

Helps providing a fast dot-syntax access to the most common Xml methods. +Copied from haxe.xml.Access but replaces error throws with warnings and errors FlxG.log

\ No newline at end of file diff --git a/flixel/graphics/frames/index.html b/flixel/graphics/frames/index.html index aa82fcf0e..d763e3c79 100644 --- a/flixel/graphics/frames/index.html +++ b/flixel/graphics/frames/index.html @@ -1,7 +1,7 @@ -flixel.graphics.frames - HaxeFlixel API

flixel.graphics.frames

..
FlxAtlasFrames

Atlas frames collection. It makes possible to use texture atlases in Flixel. +flixel.graphics.frames - HaxeFlixel API

flixel.graphics.frames

..
bmfont
FlxAtlasFrames

Atlas frames collection. It makes possible to use texture atlases in Flixel. Plus it contains few packer parser methods for most commonly used atlas formats.

FlxBitmapFont

Holds information and bitmap characters for a bitmap font.

FlxFilterFrames

Frames collection which you can apply bitmap filters to. WARNING: this frame collection doesn't use caching, so be careful or you will "leak" out memory very fast. You should destroy frames collections of this type manually.

FlxFrame

Base class for all frame types

FlxFrameAngle

FlxFrameCollectionType

An enumeration of all types of frame collections. diff --git a/flixel/group/FlxTypedSpriteGroup.html b/flixel/group/FlxTypedSpriteGroup.html index 6a157d5b1..80a417b9b 100644 --- a/flixel/group/FlxTypedSpriteGroup.html +++ b/flixel/group/FlxTypedSpriteGroup.html @@ -61,8 +61,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -81,7 +80,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -131,8 +130,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/input/mouse/FlxMouse.html b/flixel/input/mouse/FlxMouse.html index df471e6af..8c9d4e45d 100644 --- a/flixel/input/mouse/FlxMouse.html +++ b/flixel/input/mouse/FlxMouse.html @@ -5,7 +5,7 @@ Automatically accounts for parallax scrolling, etc. Normally accessed via <code><a href="../../../flixel/FlxG.html#mouse">FlxG.mouse</a></code>."/>

This class helps contain and track the mouse pointer in your game. Automatically accounts for parallax scrolling, etc. -Normally accessed via FlxG.mouse.

Variables

read onlycursorContainer:Sprite

A display container for the mouse cursor. It is a child of FlxGame and +Normally accessed via FlxG.mouse.

Variables

read onlycursor:Null<Bitmap>

The current cursor bitmap, if there is one. To set, use the load function.

read onlycursorContainer:Sprite

A display container for the mouse cursor. It is a child of FlxGame and sits at the right "height". Not used on flash with the native cursor API.

read onlydeltaScreenX:Int

Distance in pixels the mouse has moved in screen space since the last frame in the X direction.

read onlydeltaScreenY:Int

Distance in pixels the mouse has moved in screen space since the last frame in the Y direction.

read onlydeltaX:Int

Distance in pixels the mouse has moved since the last frame in the X direction.

read onlydeltaY:Int

Distance in pixels the mouse has moved since the last frame in the Y direction.

@:value(true)enabled:Bool = true

Whether or not mouse input is currently enabled.

Available since

4.1.0

.

read onlyjustMoved:Bool

Check to see if the mouse has just been moved.

Available since

4.4.0

.

read onlyjustPressed:Bool

Check to see if the left mouse button has just been pressed.

read onlyjustPressedMiddle:Bool

Check to see if the middle mouse button has just been pressed.

read onlyjustPressedRight:Bool

Check to see if the right mouse button has just been pressed.

read onlyjustPressedTimeInTicks:Int

Time in ticks of last left mouse button press.

Available since

4.3.0

.

read onlyjustPressedTimeInTicksMiddle:Int

Time in ticks of last middle mouse button press.

Available since

4.3.0

.

read onlyjustPressedTimeInTicksRight:Int

Time in ticks of last right mouse button press.

Available since

4.3.0

.

read onlyjustReleased:Bool

Check to see if the left mouse button has just been released.

read onlyjustReleasedMiddle:Bool

Check to see if the middle mouse button has just been released.

read onlyjustReleasedRight:Bool

Check to see if the right mouse button has just been released.

read onlypressed:Bool

Check to see if the left mouse button is currently pressed.

read onlypressedMiddle:Bool

Check to see if the middle mouse button is currently pressed.

read onlypressedRight:Bool

Check to see if the right mouse button is currently pressed.

read onlyreleased:Bool

Check to see if the left mouse button is currently not pressed.

Available since

5.0.0

.

read onlyreleasedMiddle:Bool

Check to see if the middle mouse button is currently not pressed.

Available since

5.0.0

.

read onlyreleasedRight:Bool

Check to see if the right mouse button is currently not pressed.

Available since

5.0.0

.

@:value(false)useSystemCursor:Bool = false

Tells flixel to use the default system mouse cursor instead of custom Flixel mouse cursors.

@:value(true)visible:Bool = true

Used to toggle the visiblity of the mouse cursor - works on both the flixel and the system cursor, depending on which one is active.

@:value(0)read onlywheel:Int = 0

Current "delta" value of mouse wheel. If the wheel was just scrolled up, it will have a positive value and vice versa. Otherwise the value will be 0.

Methods

@:value({ YOffset : 0, XOffset : 0, Scale : 1 })load(?Graphic:Dynamic, Scale:Float = 1, XOffset:Int = 0, YOffset:Int = 0):Void

Load a new mouse cursor graphic - if you're using native cursors on flash, diff --git a/flixel/input/mouse/FlxMouseEvent.html b/flixel/input/mouse/FlxMouseEvent.html index 1efbd43c3..625323c8b 100644 --- a/flixel/input/mouse/FlxMouseEvent.html +++ b/flixel/input/mouse/FlxMouseEvent.html @@ -11,7 +11,7 @@ function onMouseUp(object:FlxObject) {} function onMouseOver(object:FlxObject) {} function onMouseOut(object:FlxObject) {} -

FlxMouseEvent is meant to be the access point to the global FlxMouseEventManager instance.

Available since

5.0.0

.

See also:

Static variables

staticglobalManager:FlxMouseEventManager

The global FlxMouseEventManager +

FlxMouseEvent is meant to be the access point to the global FlxMouseEventManager instance.

Available since

5.0.0

.

See also:

Static variables

staticglobalManager:FlxMouseEventManager

The global FlxMouseEventManager instance to which FlxMouseEvent provides access.

Static methods

@:value({ pixelPerfect : true, mouseEnabled : true, mouseChildren : false })staticinlineadd<T>(object:T, ?onMouseDown:T ‑> Void, ?onMouseUp:T ‑> Void, ?onMouseOver:T ‑> Void, ?onMouseOut:T ‑> Void, mouseChildren:Bool = false, mouseEnabled:Bool = true, pixelPerfect:Bool = true, ?mouseButtons:Array<FlxMouseButtonID>):T

Adds an object to the FlxMouseEventManager registry. Automatically initializes the plugin.

Parameters:

onMouseDown

Callback when mouse is pressed down over this object. Must have Object as argument - e.g. onMouseDown(object:FlxObject).

onMouseUp

Callback when mouse is released over this object. Must have Object as argument - e.g. onMouseDown(object:FlxObject).

onMouseOver

Callback when mouse is this object. diff --git a/flixel/input/mouse/FlxMouseEventManager.html b/flixel/input/mouse/FlxMouseEventManager.html index 8718adcc3..e144d74cb 100644 --- a/flixel/input/mouse/FlxMouseEventManager.html +++ b/flixel/input/mouse/FlxMouseEventManager.html @@ -2,12 +2,10 @@ flixel.input.mouse.FlxMouseEventManager - HaxeFlixel API

Provides mouse event detection for FlxObject and FlxSprite (pixel-perfect for those). -Normally you would use FlxMouseEvent -static properties for this.

+Normally you would use <code><a href="../../../flixel/input/mouse/FlxMouseEvent.html#FlxMouseEvent">FlxMouseEvent</a></code> static properties for this."/>

Provides mouse event detection for FlxObject and FlxSprite (pixel-perfect for those). +Normally you would use FlxMouseEvent static properties for this.

You can make a new FlxMouseEventManager instance for private usage, -but you should know what you are doing.

See also:

Constructor

new()

Variables

@:value(500)maxDoubleClickDelay:Int = 500

The maximum amount of time between two clicks that is considered a double click, in milliseconds.

Available since

4.4.0

.

Methods

@:value({ pixelPerfect : true, mouseEnabled : true, mouseChildren : false })add<T>(object:T, ?onMouseDown:T ‑> Void, ?onMouseUp:T ‑> Void, ?onMouseOver:T ‑> Void, ?onMouseOut:T ‑> Void, mouseChildren:Bool = false, mouseEnabled:Bool = true, pixelPerfect:Bool = true, ?mouseButtons:Array<FlxMouseButtonID>):T

Adds an object to the FlxMouseEventManager registry. Automatically initializes the plugin.

Parameters:

onMouseDown

Callback when mouse is pressed down over this object. +but you should know what you are doing.

See also:

Constructor

new()

Variables

@:value(500)maxDoubleClickDelay:Int = 500

The maximum amount of time between two clicks that is considered a double click, in milliseconds.

Available since

4.4.0

.

Methods

@:value({ pixelPerfect : true, mouseEnabled : true, mouseChildren : false })add<T>(object:T, ?onMouseDown:T ‑> Void, ?onMouseUp:T ‑> Void, ?onMouseOver:T ‑> Void, ?onMouseOut:T ‑> Void, mouseChildren:Bool = false, mouseEnabled:Bool = true, pixelPerfect:Bool = true, ?mouseButtons:Array<FlxMouseButtonID>):T

Adds an object to the FlxMouseEventManager registry. Automatically initializes the plugin.

Parameters:

onMouseDown

Callback when mouse is pressed down over this object. Must have Object as argument - e.g. onMouseDown(object:FlxObject).

onMouseUp

Callback when mouse is released over this object. Must have Object as argument - e.g. onMouseDown(object:FlxObject).

onMouseOver

Callback when mouse is this object. Must have Object as argument - e.g. onMouseDown(object:FlxObject).

onMouseOut

Callback when mouse moves out of this object. diff --git a/flixel/input/mouse/index.html b/flixel/input/mouse/index.html index d840ada3f..cca286d3e 100644 --- a/flixel/input/mouse/index.html +++ b/flixel/input/mouse/index.html @@ -5,5 +5,4 @@ Automatically accounts for parallax scrolling, etc. Normally accessed via FlxG.mouse.

FlxMouseButton

FlxMouseButtonID

These IDs are negative to avoid overlaps with possible touch point IDs.

FlxMouseEvent

Provides mouse event detection for FlxObject and FlxSprite (pixel-perfect for those). To use it, register objects / sprites with FlxMouseEvent.add():

FlxMouseEventManager

Provides mouse event detection for FlxObject and FlxSprite (pixel-perfect for those). -Normally you would use FlxMouseEvent -static properties for this.

\ No newline at end of file +Normally you would use FlxMouseEvent static properties for this.

\ No newline at end of file diff --git a/flixel/system/FlxAngelCodeAsset.html b/flixel/system/FlxAngelCodeAsset.html new file mode 100644 index 000000000..3a88a909e --- /dev/null +++ b/flixel/system/FlxAngelCodeAsset.html @@ -0,0 +1,4 @@ + + + +flixel.system.FlxAngelCodeAsset - HaxeFlixel API

Static methods

staticinlineparse(this:OneOfThree<Xml, String, Bytes>):BMFont

\ No newline at end of file diff --git a/flixel/system/FlxAngelCodeSource.html b/flixel/system/FlxAngelCodeSource.html index fdca47981..caf0016fe 100644 --- a/flixel/system/FlxAngelCodeSource.html +++ b/flixel/system/FlxAngelCodeSource.html @@ -1,4 +1,4 @@ -flixel.system.FlxAngelCodeSource - HaxeFlixel API
\ No newline at end of file +flixel.system.FlxAngelCodeSource - HaxeFlixel API
\ No newline at end of file diff --git a/flixel/system/FlxAngelCodeXmlAsset.html b/flixel/system/FlxAngelCodeXmlAsset.html index 051d81529..ff79a0ff6 100644 --- a/flixel/system/FlxAngelCodeXmlAsset.html +++ b/flixel/system/FlxAngelCodeXmlAsset.html @@ -1,4 +1,4 @@ -flixel.system.FlxAngelCodeXmlAsset - HaxeFlixel API
\ No newline at end of file +flixel.system.FlxAngelCodeXmlAsset - HaxeFlixel API
\ No newline at end of file diff --git a/flixel/system/FlxBGSprite.html b/flixel/system/FlxBGSprite.html index 8aa5f1ab4..0a3114242 100644 --- a/flixel/system/FlxBGSprite.html +++ b/flixel/system/FlxBGSprite.html @@ -16,8 +16,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -36,7 +35,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -121,8 +120,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/system/FlxSplash.html b/flixel/system/FlxSplash.html index 19e4694db..751c7041c 100644 --- a/flixel/system/FlxSplash.html +++ b/flixel/system/FlxSplash.html @@ -1,7 +1,7 @@ -flixel.system.FlxSplash - HaxeFlixel API

Static variables

@:value(false)staticmuted:Bool = false

Available since

4.8.0

.

Constructor

new(?MaxSize:Int)

Methods

Inherited Variables

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to +flixel.system.FlxSplash - HaxeFlixel API

Static variables

@:value(false)staticmuted:Bool = false

Available since

4.8.0

.

Constructor

new(nextState:NextState)

Methods

Inherited Variables

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to false might reduce state creation time, at greater memory cost.

@:value(true)persistentDraw:Bool = true

Determines whether or not this state is updated even when it is not the active state. For example, if you have your game state first, and then you push a menu state on top of it, if this is set to true, the game state would continue to be drawn behind the pause state. @@ -16,9 +16,7 @@ set, it uses the list of default draw targets, which is controlled via FlxG.camera.setDefaultDrawTarget as well as the DefaultDrawTarget argument of FlxG.camera.add.

@:value(true)exists:Bool = true

Controls whether update() and draw() are automatically called by FlxState/FlxGroup.

@:value(true)visible:Bool = true

Controls whether draw() is automatically called by FlxState/FlxGroup.

Inherited Methods

Defined by FlxState

closeSubState():Void

Closes the substate of this state, if one exists.

onFocus():Void

This method is called after the game receives focus. Can be useful for third party libraries, such as tweening engines.

onFocusLost():Void

This method is called after the game loses focus. -Can be useful for third party libraries, such as tweening engines.

resetSubState():Void

Load substate for this state

startOutro(onOutroComplete:() ‑> Void):Void

Called from FlxG.switchState(), when onOutroComplete is called, the actual state -switching will happen.

-

Note: Calling super.startOutro(onOutroComplete) will call onOutroComplete.

Parameters:

onOutroComplete

Called when the outro is complete.

Available since

5.3.0

.

switchTo(nextState:FlxState):Bool

Deprecated: "switchTo is deprecated, use startOutro"

Called from FlxG.switchState(). If false is returned, the state +Can be useful for third party libraries, such as tweening engines.

resetSubState():Void

Load substate for this state

switchTo(nextState:FlxState):Bool

Deprecated: "switchTo is deprecated, use startOutro"

Called from FlxG.switchState(). If false is returned, the state switch is cancelled - the default implementation returns true.

Useful for customizing state switches, e.g. for transition effects.

Defined by FlxTypedGroup

add(basic:T):T

Adds a new FlxBasic subclass (FlxBasic, FlxSprite, Enemy, etc) to the group. FlxGroup will try to replace a null member of the array first. diff --git a/flixel/system/debug/interaction/Interaction.html b/flixel/system/debug/interaction/Interaction.html index 960434139..702aaa9c3 100644 --- a/flixel/system/debug/interaction/Interaction.html +++ b/flixel/system/debug/interaction/Interaction.html @@ -6,19 +6,23 @@ still running."/>

Adds a new functionality to Flixel debugger that allows any object on the screen to be dragged, moved or deleted while the game is still running.

-

@gmail.com)

Constructor

new(container:Sprite)

Variables

read onlyactiveTool:Tool

@:value(new FlxPoint())flixelPointer:FlxPoint = new FlxPoint()

@:value(false)pointerJustPressed:Bool = false

@:value(false)pointerJustReleased:Bool = false

@:value(false)pointerPressed:Bool = false

@:value(new FlxTypedGroup())read onlyselectedItems:FlxTypedGroup<FlxObject> = new FlxTypedGroup()

@:value(true)shouldDrawItemsSelection:Bool = true

Control if an outline should be drawn on selected elements. +

@gmail.com)

Constructor

new(container:Sprite)

Variables

read onlyactiveTool:Tool

@:value(new FlxPoint())flixelPointer:FlxPoint = new FlxPoint()

@:value(false)finalmacKeyboard:Bool = false

Whether or not the user is using a mac keyboard, determines whether to use command or ctrl

@:value(false)pointerJustPressed:Bool = false

@:value(false)pointerJustReleased:Bool = false

@:value(false)pointerPressed:Bool = false

@:value(new FlxTypedGroup())read onlyselectedItems:FlxTypedGroup<FlxObject> = new FlxTypedGroup()

@:value(true)shouldDrawItemsSelection:Bool = true

Control if an outline should be drawn on selected elements. Tools can set this property to false if they want to draw custom -selection marks, for instance.

Methods

addTool(tool:Tool):Void

Add a new tool to the interaction system.

+selection marks, for instance.

Methods

addItemsWithinArea(items:Array<FlxObject>, members:Array<FlxBasic>, area:FlxRect):Void

Find all items within an area. In order to improve performance and reduce temporary allocations, +the method has no return, you must pass an array where items will be placed. The method decides +if an item is within the searching area or not by checking if the item's hitbox (obtained from +getHitbox()) overlaps the area parameter.

Parameters:

items

Array where the method will place all found items. Any previous content in the array will be preserved.

members

Array where the method will recursively search for items.

area

A rectangle that describes the area where the method should search within.

Available since

5.6.0

.

addItemsWithinState(items:Array<FlxObject>, state:FlxState, area:FlxRect):Void

finds all items in the state and substate that are within the given area and +adds them to the given list.

Parameters:

items

The list to add the items

state

The state to search

area

The rectangular area to search

Available since

5.6.0

.

addTool(tool:Tool):Void

Add a new tool to the interaction system.

Any tool added to the interaction system must extend the class flixel.system.debug.interaction.tools.Tool. The class contains several methods that can be used to provide new funcionalities to the interaction, or they can be overridden to alter existing behavior. For instance, tools can draw things on the screen, they can be activated when the user clicks a button, and so on. Check -the classes in the package flixel.system.debug.interaction.tools for examples.

Parameters:

tool

instance of a tool that will be added to the interaction system.

destroy():Void

Clean up memory.

@:access(flixel.group.FlxTypedGroup)findItemsWithinArea(items:Array<FlxBasic>, members:Array<FlxBasic>, area:FlxRect):Void

Find all items within an area. In order to improve performance and reduce temporary allocations, +the classes in the package flixel.system.debug.interaction.tools for examples.

Parameters:

tool

instance of a tool that will be added to the interaction system.

destroy():Void

Clean up memory.

inlinefindItemsWithinArea(items:Array<FlxBasic>, members:Array<FlxBasic>, area:FlxRect):Void

Deprecated: "findItemsWithinArea is deprecated, use addItemsWithinArea"

Find all items within an area. In order to improve performance and reduce temporary allocations, the method has no return, you must pass an array where items will be placed. The method decides if an item is within the searching area or not by checking if the item's hitbox (obtained from -getHitbox()) overlaps the area parameter.

Parameters:

items

array where the method will place all found items. Any previous content in the array will be preserved.

members

array where the method will recursively search for items.

area

a rectangle that describes the area where the method should search within.

getTool(className:Class<Tool>):Tool

Obtain a reference to a tool that has been added to the interaction system and is +getHitbox()) overlaps the area parameter.

Parameters:

items

Array where the method will place all found items. Any previous content in the array will be preserved.

members

Array where the method will recursively search for items.

area

A rectangle that describes the area where the method should search within.

inlinefindItemsWithinState(items:Array<FlxBasic>, state:FlxState, area:FlxRect):Void

Deprecated: "findItemsWithinState is deprecated, use getItemsWithinState or addItemsWithinState"

getItemsWithinState(state:FlxState, area:FlxRect):Array<FlxObject>

Returns a list all items in the state and substate that are within the given area

Parameters:

state

The state to search

area

The rectangular area to search

Available since

5.6.0

.

getTool(className:Class<Tool>):Tool

Obtain a reference to a tool that has been added to the interaction system and is available for use. This method can be used to access information provided by any -tool in the system, or to change their behavior.

Parameters:

className

name of the class to be fetched, e.g. flixel.system.debug.interaction.tools.Pointer.

Returns:

Tool reference to the first tool found whose type matches the class name provided. If no tool is found, null is returned.

isInUse():Bool

Informs whether the interactive debug is in use or not. Usage is defined +tool in the system, or to change their behavior.

Parameters:

className

name of the class to be fetched, e.g. flixel.system.debug.interaction.tools.Pointer.

Returns:

Tool reference to the first tool found whose type matches the class name provided. If no tool is found, null is returned.

@:access(flixel.group.FlxTypedGroup)getTopItemWithinArea(members:Array<FlxBasic>, area:FlxRect):FlxObject

Searches the members for the top-most object inside the given rectangle

Parameters:

members

The list of FlxObjects or FlxGroups

area

The rectangular area to search

Returns:

The top-most item

Available since

5.6.0

.

getTopItemWithinState(state:FlxState, area:FlxRect):FlxObject

Finds and returns top-most item in the state and substate within the given area

Parameters:

state

The state to search

area

The rectangular area to search

Available since

5.6.0

.

isInUse():Bool

Informs whether the interactive debug is in use or not. Usage is defined as the interactive debug being visible and one of its tools is selected/active.

Returns:

true if the interactive debug is visible and one of its tools is selected/active.

removeTool(tool:Tool):Void

Removes the tool, if possible. If the tool has a button, all other buttons will be moved and the containing window will be resized, if needed.

Parameters:

tool

The tool to be removed

Available since

5.4.0

.

Inherited Variables

Defined by Window

Defined by Sprite

@:flash.propertybuttonMode:Bool

@:flash.propertyread onlydropTarget:DisplayObject

@:flash.propertyread onlygraphics:Graphics

@:flash.propertyhitArea:Sprite

@:flash.propertyuseHandCursor:Bool

Defined by DisplayObjectContainer

@:flash.propertymouseChildren:Bool

@:flash.propertyread onlynumChildren:Int

@:flash.propertytabChildren:Bool

@:flash.propertyread onlytextSnapshot:TextSnapshot

Defined by InteractiveObject

@:flash.propertycontextMenu:ContextMenu

@:flash.propertydoubleClickEnabled:Bool

@:flash.propertyfocusRect:Dynamic

@:flash.propertymouseEnabled:Bool

@:flash.property@:require(flash11)needsSoftKeyboard:Bool

@:flash.property@:require(flash11)softKeyboardInputAreaOfInterest:Rectangle

@:flash.propertytabEnabled:Bool

@:flash.propertytabIndex:Int

Defined by DisplayObject

@:flash.propertyalpha:Float

@:flash.propertyblendMode:BlendMode

@:flash.property@:require(flash10)write onlyblendShader:Shader

@:flash.propertycacheAsBitmap:Bool

@:flash.propertycacheAsBitmapMatrix:Matrix

@:flash.propertyfilters:Array<BitmapFilter>

@:flash.propertyheight:Float

@:flash.propertyread onlyloaderInfo:LoaderInfo

@:flash.propertymask:DisplayObject

@:flash.propertyread onlymouseX:Float

@:flash.propertyread onlymouseY:Float

@:flash.propertyname:String

@:flash.propertyopaqueBackground:Null<UInt>

@:flash.propertyread onlyparent:DisplayObjectContainer

@:flash.propertyread onlyroot:DisplayObject

@:flash.propertyrotation:Float

@:flash.property@:require(flash10)rotationX:Float

@:flash.property@:require(flash10)rotationY:Float

@:flash.property@:require(flash10)rotationZ:Float

@:flash.propertyscale9Grid:Rectangle

@:flash.propertyscaleX:Float

@:flash.propertyscaleY:Float

@:flash.property@:require(flash10)scaleZ:Float

@:flash.propertyscrollRect:Rectangle

@:flash.propertyshader:Shader

@:flash.propertyread onlystage:Stage

@:flash.propertytransform:Transform

@:flash.propertyvisible:Bool

@:flash.propertywidth:Float

@:flash.propertyx:Float

@:flash.propertyy:Float

@:flash.property@:require(flash10)z:Float

Inherited Methods

Defined by Window

bound():Void

Keep the window within the pre-specified bounding rectangle.

inlineputOnTop():Void

reposition(X:Float, Y:Float):Void

Change the position of the window. Subject to pre-specified bounding rectangles.

Parameters:

X

Desired X position of top left corner of the window.

Y

Desired Y position of top left corner of the window.

resize(Width:Float, Height:Float):Void

Resize the window. Subject to pre-specified minimums, maximums, and bounding rectangles.

Parameters:

Width

How wide to make the window.

Height

How tall to make the window.

Defined by Sprite

@:value({ bounds : null, lockCenter : false })startDrag(lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:value({ bounds : null, lockCenter : false })@:require(flash10_1)startTouchDrag(touchPointID:Int, lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:require(flash10_1)stopTouchDrag(touchPointID:Int):Void

Defined by DisplayObjectContainer

Defined by InteractiveObject

@:require(flash11)requestSoftKeyboard():Bool

Defined by DisplayObject

getBounds(targetCoordinateSpace:DisplayObject):Rectangle

getRect(targetCoordinateSpace:DisplayObject):Rectangle

@:require(flash10)globalToLocal3D(point:Point):Vector3D

@:value({ shapeFlag : false })hitTestPoint(x:Float, y:Float, shapeFlag:Bool = false):Bool

@:require(flash10)local3DToGlobal(point3d:Vector3D):Point

Defined by EventDispatcher

@:value({ useWeakReference : false, priority : 0, useCapture : false })addEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false, priority:Int = 0, useWeakReference:Bool = false):Void

@:value({ useCapture : false })removeEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false):Void

\ No newline at end of file diff --git a/flixel/system/debug/interaction/tools/Pointer.html b/flixel/system/debug/interaction/tools/Pointer.html index 361cacfa3..156545d10 100644 --- a/flixel/system/debug/interaction/tools/Pointer.html +++ b/flixel/system/debug/interaction/tools/Pointer.html @@ -5,4 +5,4 @@

@gmail.com)

Constructor

new()

Methods

cancelSelection():Void

Cancel any selection activity that is happening, removing the selection rectangle from the screen. Any item within the (canceled) selection area will be ignored. If you want to stop the selection and actually process the action/items, use stopSelection().

startSelection():Void

Start a selection area. A selection area is a rectangular shaped area -whose boundaries will be used to select game elements.

@:value({ findItems : true })stopSelection(findItems:Bool = true):Void

Stop any selection activity that is happening.

Parameters:

findItems

If true (default), all items within the (stopped) selection area will be included in the list of selected items of the tool.

Inherited Variables

Defined by Tool

@:value("")read onlycursorInUse:String = ""

Defined by Sprite

@:flash.propertybuttonMode:Bool

@:flash.propertyread onlydropTarget:DisplayObject

@:flash.propertyread onlygraphics:Graphics

@:flash.propertyhitArea:Sprite

@:flash.propertyuseHandCursor:Bool

Defined by DisplayObjectContainer

@:flash.propertymouseChildren:Bool

@:flash.propertyread onlynumChildren:Int

@:flash.propertytabChildren:Bool

@:flash.propertyread onlytextSnapshot:TextSnapshot

Defined by InteractiveObject

@:flash.propertycontextMenu:ContextMenu

@:flash.propertydoubleClickEnabled:Bool

@:flash.propertyfocusRect:Dynamic

@:flash.propertymouseEnabled:Bool

@:flash.property@:require(flash11)needsSoftKeyboard:Bool

@:flash.property@:require(flash11)softKeyboardInputAreaOfInterest:Rectangle

@:flash.propertytabEnabled:Bool

@:flash.propertytabIndex:Int

Defined by DisplayObject

@:flash.propertyalpha:Float

@:flash.propertyblendMode:BlendMode

@:flash.property@:require(flash10)write onlyblendShader:Shader

@:flash.propertycacheAsBitmap:Bool

@:flash.propertycacheAsBitmapMatrix:Matrix

@:flash.propertyfilters:Array<BitmapFilter>

@:flash.propertyheight:Float

@:flash.propertyread onlyloaderInfo:LoaderInfo

@:flash.propertymask:DisplayObject

@:flash.propertyread onlymouseX:Float

@:flash.propertyread onlymouseY:Float

@:flash.propertyname:String

@:flash.propertyopaqueBackground:Null<UInt>

@:flash.propertyread onlyparent:DisplayObjectContainer

@:flash.propertyread onlyroot:DisplayObject

@:flash.propertyrotation:Float

@:flash.property@:require(flash10)rotationX:Float

@:flash.property@:require(flash10)rotationY:Float

@:flash.property@:require(flash10)rotationZ:Float

@:flash.propertyscale9Grid:Rectangle

@:flash.propertyscaleX:Float

@:flash.propertyscaleY:Float

@:flash.property@:require(flash10)scaleZ:Float

@:flash.propertyscrollRect:Rectangle

@:flash.propertyshader:Shader

@:flash.propertyread onlystage:Stage

@:flash.propertytransform:Transform

@:flash.propertyvisible:Bool

@:flash.propertywidth:Float

@:flash.propertyx:Float

@:flash.propertyy:Float

@:flash.property@:require(flash10)z:Float

Inherited Methods

Defined by Tool

Defined by Sprite

@:value({ bounds : null, lockCenter : false })startDrag(lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:value({ bounds : null, lockCenter : false })@:require(flash10_1)startTouchDrag(touchPointID:Int, lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:require(flash10_1)stopTouchDrag(touchPointID:Int):Void

Defined by DisplayObjectContainer

Defined by InteractiveObject

@:require(flash11)requestSoftKeyboard():Bool

Defined by DisplayObject

getBounds(targetCoordinateSpace:DisplayObject):Rectangle

getRect(targetCoordinateSpace:DisplayObject):Rectangle

@:require(flash10)globalToLocal3D(point:Point):Vector3D

@:value({ shapeFlag : false })hitTestPoint(x:Float, y:Float, shapeFlag:Bool = false):Bool

@:require(flash10)local3DToGlobal(point3d:Vector3D):Point

Defined by EventDispatcher

@:value({ useWeakReference : false, priority : 0, useCapture : false })addEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false, priority:Int = 0, useWeakReference:Bool = false):Void

@:value({ useCapture : false })removeEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false):Void

\ No newline at end of file +whose boundaries will be used to select game elements.

stopSelection():Void

Stop any selection activity that is happening.

stopSelectionAndFindItems():Array<FlxObject>

Stop any selection activity that is happening.

Inherited Variables

Defined by Tool

@:value("")read onlycursorInUse:String = ""

Defined by Sprite

@:flash.propertybuttonMode:Bool

@:flash.propertyread onlydropTarget:DisplayObject

@:flash.propertyread onlygraphics:Graphics

@:flash.propertyhitArea:Sprite

@:flash.propertyuseHandCursor:Bool

Defined by DisplayObjectContainer

@:flash.propertymouseChildren:Bool

@:flash.propertyread onlynumChildren:Int

@:flash.propertytabChildren:Bool

@:flash.propertyread onlytextSnapshot:TextSnapshot

Defined by InteractiveObject

@:flash.propertycontextMenu:ContextMenu

@:flash.propertydoubleClickEnabled:Bool

@:flash.propertyfocusRect:Dynamic

@:flash.propertymouseEnabled:Bool

@:flash.property@:require(flash11)needsSoftKeyboard:Bool

@:flash.property@:require(flash11)softKeyboardInputAreaOfInterest:Rectangle

@:flash.propertytabEnabled:Bool

@:flash.propertytabIndex:Int

Defined by DisplayObject

@:flash.propertyalpha:Float

@:flash.propertyblendMode:BlendMode

@:flash.property@:require(flash10)write onlyblendShader:Shader

@:flash.propertycacheAsBitmap:Bool

@:flash.propertycacheAsBitmapMatrix:Matrix

@:flash.propertyfilters:Array<BitmapFilter>

@:flash.propertyheight:Float

@:flash.propertyread onlyloaderInfo:LoaderInfo

@:flash.propertymask:DisplayObject

@:flash.propertyread onlymouseX:Float

@:flash.propertyread onlymouseY:Float

@:flash.propertyname:String

@:flash.propertyopaqueBackground:Null<UInt>

@:flash.propertyread onlyparent:DisplayObjectContainer

@:flash.propertyread onlyroot:DisplayObject

@:flash.propertyrotation:Float

@:flash.property@:require(flash10)rotationX:Float

@:flash.property@:require(flash10)rotationY:Float

@:flash.property@:require(flash10)rotationZ:Float

@:flash.propertyscale9Grid:Rectangle

@:flash.propertyscaleX:Float

@:flash.propertyscaleY:Float

@:flash.property@:require(flash10)scaleZ:Float

@:flash.propertyscrollRect:Rectangle

@:flash.propertyshader:Shader

@:flash.propertyread onlystage:Stage

@:flash.propertytransform:Transform

@:flash.propertyvisible:Bool

@:flash.propertywidth:Float

@:flash.propertyx:Float

@:flash.propertyy:Float

@:flash.property@:require(flash10)z:Float

Inherited Methods

Defined by Tool

Defined by Sprite

@:value({ bounds : null, lockCenter : false })startDrag(lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:value({ bounds : null, lockCenter : false })@:require(flash10_1)startTouchDrag(touchPointID:Int, lockCenter:Bool = false, ?bounds:Null<Rectangle>):Void

@:require(flash10_1)stopTouchDrag(touchPointID:Int):Void

Defined by DisplayObjectContainer

Defined by InteractiveObject

@:require(flash11)requestSoftKeyboard():Bool

Defined by DisplayObject

getBounds(targetCoordinateSpace:DisplayObject):Rectangle

getRect(targetCoordinateSpace:DisplayObject):Rectangle

@:require(flash10)globalToLocal3D(point:Point):Vector3D

@:value({ shapeFlag : false })hitTestPoint(x:Float, y:Float, shapeFlag:Bool = false):Bool

@:require(flash10)local3DToGlobal(point3d:Vector3D):Point

Defined by EventDispatcher

@:value({ useWeakReference : false, priority : 0, useCapture : false })addEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false, priority:Int = 0, useWeakReference:Bool = false):Void

@:value({ useCapture : false })removeEventListener<T>(type:EventType<T>, listener:T ‑> Void, useCapture:Bool = false):Void

\ No newline at end of file diff --git a/flixel/system/frontEnds/PluginFrontEnd.html b/flixel/system/frontEnds/PluginFrontEnd.html index 48e2d96e4..0fd48c38e 100644 --- a/flixel/system/frontEnds/PluginFrontEnd.html +++ b/flixel/system/frontEnds/PluginFrontEnd.html @@ -1,4 +1,8 @@ -flixel.system.frontEnds.PluginFrontEnd - HaxeFlixel API

Accessed via FlxG.plugins.

Variables

@:value([])read onlylist:Array<FlxBasic> = []

An array container for plugins.

Methods

@:genericadd<T>(Plugin:T):T

Adds a new plugin to the global plugin array.

Parameters:

Plugin

Any object that extends FlxBasic. Useful for managers and other things.

Returns:

The same plugin you passed in.

get<T>(ClassType:Class<T>):T

Retrieves a plugin based on its class name from the global plugin array.

Parameters:

ClassType

The class name of the plugin you want to retrieve. See the FlxPath or FlxTimer constructors for example usage.

Returns:

The plugin object, or null if no matching plugin was found.

remove<T>(Plugin:T):T

Removes an instance of a plugin from the global plugin array.

Parameters:

Plugin

The plugin instance you want to remove.

Returns:

The same plugin you passed in.

removeType(ClassType:Class<FlxBasic>):Bool

Removes all instances of a plugin from the global plugin array.

Parameters:

ClassType

The class name of the plugin type you want removed from the array.

Returns:

Whether or not at least one instance of this plugin type was removed.

\ No newline at end of file +flixel.system.frontEnds.PluginFrontEnd - HaxeFlixel API

Accessed via FlxG.plugins.

Variables

@:value([])read onlylist:Array<FlxBasic> = []

An array container for plugins.

Methods

@:genericinlineadd<T>(plugin:T):T

Deprecated: "FlxG.plugins.add is deprecated, use `addIfUniqueType` or `addPlugin`, instead.\nNote: In a later version `add` will be changed to behave like `addPlugin`"

Adds a new plugin to the global plugin array. +DEPRECATED: In a later version this will be changed to behave like addPlugin.

Parameters:

plugin

Any object that extends FlxBasic. Useful for managers and other things.

Returns:

The same plugin you passed in.

addIfUniqueType<T>(plugin:T):T

Adds a new plugin to the global plugin array. +Note: If there is already a plugin of this type, it will not be added

Parameters:

plugin

Any object that extends FlxBasic. Useful for managers and other things.

Returns:

The same plugin you passed in.

addPlugin<T>(plugin:T):T

Adds a new plugin to the global plugin array, does not check for existing instances of this type. +Note: This is a temporary function. Eventually add will allow duplicates

Parameters:

plugin

Any object that extends FlxBasic. Useful for managers and other things.

Returns:

The same plugin you passed in.

get<T>(type:Class<T>):T

Retrieves the first plugin found that matches the specified type.

Parameters:

type

The class name of the plugin you want to retrieve. +See the FlxPath or FlxTimer constructors for example usage.

Returns:

The plugin object, or null if no matching plugin was found.

inlineremove<T>(plugin:T):T

Removes an instance of a plugin from the global plugin array.

Parameters:

plugin

The plugin instance you want to remove.

Returns:

The same plugin you passed in.

inlineremoveType(type:Class<FlxBasic>):Bool

Deprecated: "FlxG.plugin.removeType is deprecated, use `removeAllByType` instead"

Removes all instances of a plugin from the global plugin array.

Parameters:

type

The class name of the plugin type you want removed from the array.

Returns:

Whether or not at least one instance of this plugin type was removed.

\ No newline at end of file diff --git a/flixel/system/frontEnds/VCRFrontEnd.html b/flixel/system/frontEnds/VCRFrontEnd.html index d7a9c5b9a..66a938684 100644 --- a/flixel/system/frontEnds/VCRFrontEnd.html +++ b/flixel/system/frontEnds/VCRFrontEnd.html @@ -2,6 +2,11 @@ flixel.system.frontEnds.VCRFrontEnd - HaxeFlixel API

Accessed via FlxG.vcr.

Variables

cancelKeys:Array<FlxKey>

The keys used to toggle the debugger. "MOUSE" to cancel with the mouse. -Handy for skipping cutscenes or getting out of attract modes!

@:value(false)paused:Bool = false

Whether the debugger has been paused.

@:value(false)stepRequested:Bool = false

Whether a "1 frame step forward" was requested.

@:value(0)timeout:Float = 0

Helps time out a replay if necessary.

replayCallback:() ‑> Void

This function, if set, is triggered when the callback stops playing.

Methods

@:value({ Timeout : 0 })loadReplay(Data:String, ?State:FlxState, ?CancelKeys:Array<FlxKey>, Timeout:Float = 0, ?Callback:() ‑> Void):Void

Load replay data from a string and play it back.

Parameters:

Data

The replay that you want to load.

State

Optional parameter: if you recorded a state-specific demo or cutscene, pass a new instance of that state here.

CancelKeys

Optional parameter: an array of string names of keys (see FlxKeyboard) that can be pressed to cancel the playback, e.g. ["ESCAPE","ENTER"]. Also accepts 2 custom key names: "ANY" and "MOUSE" (fairly self-explanatory I hope!).

Timeout

Optional parameter: set a time limit for the replay. CancelKeys will override this if pressed.

Callback

Optional parameter: if set, called when the replay finishes. Running to the end, CancelKeys, and Timeout will all trigger Callback(), but only once, and CancelKeys and Timeout will NOT call FlxG.stopReplay() if Callback is set!

onOpen():Void

Called when the "open file" button is pressed. +Handy for skipping cutscenes or getting out of attract modes!

@:value(false)paused:Bool = false

Whether the debugger has been paused.

@:value(false)stepRequested:Bool = false

Whether a "1 frame step forward" was requested.

@:value(0)timeout:Float = 0

Helps time out a replay if necessary.

replayCallback:() ‑> Void

This function, if set, is triggered when the callback stops playing.

Methods

@:value({ timeout : 0 })loadReplay(data:String, ?state:NextState, ?cancelKeys:Array<FlxKey>, timeout:Float = 0, ?callback:() ‑> Void):Void

Load replay data from a string and play it back.

Parameters:

data

The replay that you want to load.

state

If you recorded a state-specific demo or cutscene, pass a state +constructor here, just as you would to to FlxG.switchState.

cancelKeys

An array of string names of keys (see FlxKeyboard) that can be pressed +to cancel the playback, e.g. [ESCAPE,ENTER]. Also accepts 2 custom +key names: ANY and MOUSE.

timeout

Set a time limit for the replay. cancelKeys will override this, if pressed.

callback

If set, called when the replay finishes, any cancel key is pressed, or +if a timeout is triggered. Note: cancelKeys and timeout will NOT +call FlxG.stopReplay() if callback is set!

onOpen():Void

Called when the "open file" button is pressed. Opens the file dialog and registers event handlers for the file dialog.

pause():Void

Pause the main game loop

@:value({ StandardMode : true })reloadReplay(StandardMode:Bool = true):Void

Resets the game or state and replay requested flag.

Parameters:

StandardMode

If true, reload entire game, else just reload current game state.

@:value({ StandardMode : false })restartReplay(StandardMode:Bool = false):Void

Called when the user presses the Rewind-looking button. If Alt is pressed, the entire game is reset. If Alt is NOT pressed, only the current state is reset. The GUI is updated accordingly.

Parameters:

StandardMode

Whether to reset the current game (== true), or just the current state. Just resetting the current state can be very handy for debugging.

resume():Void

Resume the main game loop from FlxG.vcr.pause();

@:value({ StandardMode : true })startRecording(StandardMode:Bool = true):Void

Resets the game or state and requests a new recording.

Parameters:

StandardMode

If true, reset the entire game, else just reset the current state.

@:value({ OpenSaveDialog : true })inlinestopRecording(OpenSaveDialog:Bool = true):String

Stop recording the current replay and return the replay data.

Parameters:

OpenSaveDialog

If true, and targeting flash, open an OS-native save dialog for the user to choose where to save the data, and save it there.

Returns:

The replay data in simple ASCII format (see FlxReplay.save()).

inlinestopReplay():Void

Stops the current replay.

\ No newline at end of file diff --git a/flixel/system/index.html b/flixel/system/index.html index e937f0205..d950ae752 100644 --- a/flixel/system/index.html +++ b/flixel/system/index.html @@ -1,7 +1,7 @@ -flixel.system - HaxeFlixel API

flixel.system

..
debug
frontEnds
macros
replay
scaleModes
ui
FlxAngelCodeSource

FlxAngelCodeXmlAsset

FlxAsepriteJsonAsset

FlxAssets

FlxBGSprite

FlxBasePreloader

FlxBitmapFontGraphicAsset

FlxGraphicAsset

FlxGraphicSource

FlxJsonAsset

FlxLinkedList

A miniature linked list class. +flixel.system - HaxeFlixel API

flixel.system

..
debug
frontEnds
macros
replay
scaleModes
ui
FlxAngelCodeAsset

FlxAngelCodeSource

FlxAngelCodeXmlAsset

FlxAsepriteJsonAsset

FlxAssets

FlxBGSprite

FlxBasePreloader

FlxBitmapFontGraphicAsset

FlxGraphicAsset

FlxGraphicSource

FlxJsonAsset

FlxLinkedList

A miniature linked list class. Useful for optimizing time-critical or highly repetitive tasks! See FlxQuadTree for how to use it, IF YOU DARE.

FlxPreloader

This is the Default HaxeFlixel Themed Preloader You can make your own style of Preloader by overriding FlxPreloaderBase and using this class as an example. diff --git a/flixel/text/FlxBitmapFont.html b/flixel/text/FlxBitmapFont.html new file mode 100644 index 000000000..1d5f771ca --- /dev/null +++ b/flixel/text/FlxBitmapFont.html @@ -0,0 +1,4 @@ + + + +flixel.text.FlxBitmapFont - HaxeFlixel API

Holds information and bitmap characters for a bitmap font.

Alias

\ No newline at end of file diff --git a/flixel/text/FlxBitmapText.html b/flixel/text/FlxBitmapText.html index d590344dc..e8ad3dce1 100644 --- a/flixel/text/FlxBitmapText.html +++ b/flixel/text/FlxBitmapText.html @@ -5,7 +5,7 @@ Can tint, fade, rotate and scale just like a sprite. Doesn't really animate though, as far as I know."/>

Extends FlxSprite to support rendering text. Can tint, fade, rotate and scale just like a sprite. -Doesn't really animate though, as far as I know.

Constructor

@:value({ y : 0.0, x : 0.0 })new(x:Float = 0.0, y:Float = 0.0, ?text:String, ?font:FlxBitmapFont)

Constructs a new text field component. +Doesn't really animate though, as far as I know.

Constructor

@:value({ text : "", y : 0.0, x : 0.0 })new(x:Float = 0.0, y:Float = 0.0, text:String = "", ?font:FlxBitmapFont)

Constructs a new text field component. Warning: The default font may work incorrectly on HTML5 and is utterly unreliable on Brave Browser with shields up.

Parameters:

x

The initial X position of the text.

y

The initial Y position of the text.

text

The text to display.

font

Optional parameter for component's font prop

Variables

@:value(FlxTextAlign.LEFT)alignment:FlxTextAlign = FlxTextAlign.LEFT

Specifies how the text field should align text. JUSTIFY alignment isn't supported. @@ -15,7 +15,8 @@ NOTE: If the borderSize is 1, borderQuality of 0 or 1 will have the exact same effect (and performance).

@:value(1)borderSize:Float = 1

The size of the border, in pixels.

@:value(NONE)borderStyle:FlxTextBorderStyle = NONE

Use a border style

fieldWidth:Int

The width of the TextField object used for bitmap generation for this FlxText object. Use it when you want to change the visible width of text. Enables autoSize if <= 0.

font:FlxBitmapFont

Font for text rendering.

@:value(0)letterSpacing:Int = 0

The distance to add between letters.

read onlylineHeight:Int

Height of the single line of text (without lineSpacing).

@:value(0)lineSpacing:Int = 0

The distance to add between lines.

@:value(true)multiLine:Bool = true

Specifies whether the text field will break into multiple lines or not on overflow.

read onlynumLines:Int

Reflects how many lines have this text field.

@:value(4)numSpacesInTab:Int = 4

Number of space characters in one tab.

@:value(0)padding:Int = 0

Number of pixels between text and text field border

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. x and y are multiplied by borderSize. Default is (1, 1), or lower-right corner.

@:value("")text:String = ""

Text to display.

@:value(FlxColor.WHITE)textColor:FlxColor = FlxColor.WHITE

The color of the text in 0xAARRGGBB format. -Result color of text will be multiplication of textColor and color.

read onlytextHeight:Int

Height of the text in this text field.

read onlytextWidth:Int

Width of the text in this text field.

@:value(false)useTextColor:Bool = false

Whether to use textColor while rendering or not.

@:value(true)wordWrap:Bool = true

A Boolean value that indicates whether the text field has word wrap.

@:value(true)wrapByWord:Bool = true

Whether word wrapping algorithm should wrap lines by words or by single character. +Result color of text will be multiplication of textColor and color.

read onlytextHeight:Int

Height of the text in this text field.

read onlytextWidth:Int

Width of the text in this text field.

@:value(false)useTextColor:Bool = false

Whether to use textColor while rendering or not.

wordWrap:Bool

Deprecated: "wordWrap is deprecated use wrap, instead"

A Boolean value that indicates whether the text field has word wrap.

@:value(WORD(NEVER))wrap:Wrap = WORD(NEVER)

The type of automatic wrapping to use, when the text doesn't fit the width. Ignored when +autoSize is true. Use options like: NONE, CHAR, WORD(NEVER) and WORD(FIELD_WIDTH)

wrapByWord:Bool

Deprecated: "wrapByWord is deprecated use wrap with values CHAR or WORD, instead"

Whether word wrapping algorithm should wrap lines by words or by single character. Default value is true.

Methods

destroy():Void

Clears all resources used.

@:value({ Force : false })drawFrame(Force:Bool = false):Void

Forces graphic regeneration for this text field.

getLineWidth(lineIndex:Int):Int

Calculates width of the line with provided index

Parameters:

lineIndex

index of the line in _lines array

Returns:

The width of the line

getStringWidth(str:String):Int

Calculates width of provided string (for current font).

Parameters:

str

String to calculate width for

Returns:

The width of result bitmap text.

@:value({ Quality : 1, Size : 1, Color : 0 })inlinesetBorderStyle(Style:FlxTextBorderStyle, Color:FlxColor = 0, Size:Float = 1, Quality:Float = 1):Void

Set border's style (shadow, outline, etc), color, and size all in one go!

Parameters:

Style

outline style

Color

outline color in flash 0xAARRGGBB format

Size

outline size in pixels

Quality

outline quality - # of iterations to use when drawing. 0:just 1, 1:equal number to BorderSize

Inherited Variables

Defined by FlxSprite

@:value(1.0)alpha:Float = 1.0

Set alpha to a number between 0 and 1 to change the opacity of the sprite.

See also:

animation:FlxAnimationController

Class that handles adding and playing animations on this sprite.

See also:

@:value(defaultAntialiasing)antialiasing:Bool = defaultAntialiasing

Controls whether the object is smoothed when rotated, affects performance.

@:value(0)read onlybakedRotationAngle:Float = 0

The minimum angle (out of 360°) for which a new baked rotation exists. Example: 90 means there are 4 baked rotations in the spritesheet. 0 if this sprite does not have any baked rotations.

See also:

blend:BlendMode

Blending modes, just like Photoshop or whatever, e.g. "multiply", "screen", etc.

clipRect:FlxRect

Clipping rectangle for this sprite. Changing the rect's properties directly doesn't have any effect, @@ -31,8 +32,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -51,7 +51,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -129,8 +129,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/text/FlxText.html b/flixel/text/FlxText.html index 87b40190e..077875406 100644 --- a/flixel/text/FlxText.html +++ b/flixel/text/FlxText.html @@ -16,10 +16,12 @@

Autosizing

Use it when you want to change the visible height of the text. Enables "auto height" if <= 0.

NOTE: Fixed height has no effect if autoSize = true.

Available since

5.4.0

.

fieldWidth:Float

The width of the TextField object used for bitmap generation for this FlxText object. Use it when you want to change the visible width of text. Enables autoSize if <= 0.

-

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. +

NOTE: auto width always implies auto height

font:String

The font used for this text (assuming that it's using embedded font).

italic:Bool

Whether to use italic text or not (false by default). Only works on Flash.

letterSpacing:Float

A number representing the amount of space that is uniformly distributed +between all characters. The value specifies the number of pixels that are +added to the advance after each character.

read onlyshadowOffset:FlxPoint

Offset that is applied to the shadow border style, if active. x and y are multiplied by borderSize. Default is (1, 1), or lower-right corner.

size:Int

The size of the text being displayed in pixels.

systemFont:String

The system font for this text (not embedded). Setting this sets embedded to false. Passing an invalid font name (like "" or null) causes a default font to be used.

@:value("")text:String = ""

The text being displayed.

read onlytextField:TextField

Reference to a TextField object used internally for rendering - -be sure to know what you're doing if messing with its properties!

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Methods

@:value({ End : -1, Start : -1 })addFormat(Format:FlxTextFormat, Start:Int = -1, End:Int = -1):FlxText

Adds another format to this FlxText

Parameters:

Format

The format to be added.

Start

The start index of the string where the format will be applied.

End

The end index of the string where the format will be applied.

applyMarkup(input:String, rules:Array<FlxTextFormatMarkerPair>):FlxText

Applies formats to text between marker characters, then removes those markers. +be sure to know what you're doing if messing with its properties!

underline:Bool

Whether to use underlined text or not (false by default).

wordWrap:Bool

Whether to use word wrapping and multiline or not (true by default).

Methods

@:value({ End : -1, Start : -1 })addFormat(Format:FlxTextFormat, Start:Int = -1, End:Int = -1):FlxText

Adds another format to this FlxText

Parameters:

Format

The format to be added.

Start

The start index of the string where the format will be applied.

End

The end index of the string where the format will be applied.

applyMarkup(input:String, rules:Array<FlxTextFormatMarkerPair>):FlxText

Applies formats to text between marker characters, then removes those markers. NOTE: this will clear all FlxTextFormats and return to the default format.

Usage:

text.applyMarkup(
@@ -47,8 +49,7 @@ 

Autosizing

the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -67,7 +68,7 @@

Autosizing

when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -144,8 +145,8 @@

Autosizing

Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/text/FlxTextAlign.html b/flixel/text/FlxTextAlign.html index 9bc300635..ec39eb8c8 100644 --- a/flixel/text/FlxTextAlign.html +++ b/flixel/text/FlxTextAlign.html @@ -1,6 +1,6 @@ -flixel.text.FlxTextAlign - HaxeFlixel API

Static methods

staticfromOpenFL(align:AlignType):FlxTextAlign

statictoOpenFL(align:FlxTextAlign):AlignType

Variables

@:value(cast "center")@:impl@:enuminlineread onlyCENTER:FlxTextAlign = "center"

Warning: on Flash, this can have a negative impact on performance +flixel.text.FlxTextAlign - HaxeFlixel API

Static methods

Variables

@:value(cast "center")@:impl@:enuminlineread onlyCENTER:FlxTextAlign = "center"

Warning: on Flash, this can have a negative impact on performance of multiline texts that are frequently regenerated (especially with borderStyle == OUTLINE) due to a workaround for blurry rendering.

@:value(cast "justify")@:impl@:enuminlineread onlyJUSTIFY:FlxTextAlign = "justify"

@:value(cast "left")@:impl@:enuminlineread onlyLEFT:FlxTextAlign = "left"

@:value(cast "right")@:impl@:enuminlineread onlyRIGHT:FlxTextAlign = "right"

\ No newline at end of file diff --git a/flixel/text/FlxTextFormat.html b/flixel/text/FlxTextFormat.html index 06b073709..3d14a1b12 100644 --- a/flixel/text/FlxTextFormat.html +++ b/flixel/text/FlxTextFormat.html @@ -1,4 +1,4 @@ -flixel.text.FlxTextFormat - HaxeFlixel API

Constructor

new(?FontColor:FlxColor, ?Bold:Bool, ?Italic:Bool, ?BorderColor:FlxColor)

Parameters:

FontColor

Font color, in 0xRRGGBB format. Inherits from the default format by default.

Bold

Whether the text should be bold (must be supported by the font). false by default.

Italic

Whether the text should be in italics (must be supported by the font). Only works on Flash. false by default.

BorderColor

Border color, in 0xAARRGGBB format. By default, no border (null / transparent).

Variables

leading:Int

The leading (vertical space between lines) of the text.

Available since

4.10.0

.
\ No newline at end of file +flixel.text.FlxTextFormat - HaxeFlixel API

Constructor

new(?fontColor:FlxColor, ?bold:Bool, ?italic:Bool, ?borderColor:FlxColor, ?underline:Bool)

Parameters:

fontColor

Font color, in 0xRRGGBB format. Inherits from the default format by default.

bold

Whether the text should be bold (must be supported by the font). false by default.

italic

Whether the text should be in italics (must be supported by the font). Only works on Flash. false by default.

borderColor

Border color, in 0xAARRGGBB format. By default, no border (null / transparent).

underline

Whether the text should be underlined. false by default.

Variables

leading:Int

The leading (vertical space between lines) of the text.

Available since

4.10.0

.
\ No newline at end of file diff --git a/flixel/text/WordSplitConditions.html b/flixel/text/WordSplitConditions.html new file mode 100644 index 000000000..7bf66bcd7 --- /dev/null +++ b/flixel/text/WordSplitConditions.html @@ -0,0 +1,7 @@ + + + +flixel.text.WordSplitConditions - HaxeFlixel API

Values

NEVER

Won't ever split words, long words will start on a new line and extend beyond fieldWidth.

LINE_WIDTH

Will only split words that can't fit in a single line, alone. The word starts on the previous line, +if possible, and is added character by character until the line is filled.

LENGTH(minChars:Int)

May split words longer than the specified number of characters. The word starts on the previous +line, if possible, and is added character by character until the line is filled.

WIDTH(minPixels:Int)

May split words wider than the specified number of pixels. The word starts on the previous +line, if possible, and is added character by character until the line is filled.

\ No newline at end of file diff --git a/flixel/text/Wrap.html b/flixel/text/Wrap.html new file mode 100644 index 000000000..5006a93d0 --- /dev/null +++ b/flixel/text/Wrap.html @@ -0,0 +1,6 @@ + + + +flixel.text.Wrap - HaxeFlixel API

Values

NONE

No automatic wrapping, use \n chars to split manually.

CHAR

Automatically adds new line chars based on fieldWidth, splits by character.

WORD(splitWords:WordSplitConditions)

Automatically adds new line chars based on fieldWidth, splits by word, if a single word is +too long mode will determine how (or whether) it is split.

+

Note: Words with hypens will be treated as separate words, the hyphen is also it's own word

\ No newline at end of file diff --git a/flixel/text/index.html b/flixel/text/index.html index 8b04e4e69..a12d8f941 100644 --- a/flixel/text/index.html +++ b/flixel/text/index.html @@ -1,7 +1,7 @@ -flixel.text - HaxeFlixel API

flixel.text

..
FlxBitmapText

Extends FlxSprite to support rendering text. +flixel.text - HaxeFlixel API

flixel.text

..
FlxBitmapFont

Holds information and bitmap characters for a bitmap font.

FlxBitmapText

Extends FlxSprite to support rendering text. Can tint, fade, rotate and scale just like a sprite. Doesn't really animate though, as far as I know.

FlxText

Extends FlxSprite to support rendering text. Can tint, fade, rotate and scale just like a sprite. Doesn't really animate -though. Also does nice pixel-perfect centering on pixel fonts as long as they are only one-liners.

FlxTextAlign

FlxTextBorderStyle

FlxTextFormat

FlxTextFormatMarkerPair

\ No newline at end of file +though. Also does nice pixel-perfect centering on pixel fonts as long as they are only one-liners.

FlxTextAlign

FlxTextBorderStyle

FlxTextFormat

FlxTextFormatMarkerPair

WordSplitConditions

Wrap

\ No newline at end of file diff --git a/flixel/tile/FlxBaseTilemap.html b/flixel/tile/FlxBaseTilemap.html index 752492c53..ac54d25e5 100644 --- a/flixel/tile/FlxBaseTilemap.html +++ b/flixel/tile/FlxBaseTilemap.html @@ -84,7 +84,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -108,8 +108,8 @@ Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isOnScreen(?camera:FlxCamera):Bool

Check and see if this object is currently on screen.

Parameters:

camera

Specify which game camera you want. If null, it will just grab the first global camera.

Returns:

Whether the object is on screen or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. Resets their existence flags and position.

Parameters:

x

The new X position of this object.

y

The new Y position of this object.

@:value({ axes : XY })inlinescreenCenter(axes:FlxAxes = XY):FlxObject

Centers this FlxObject on the screen, either by the x axis, y axis, or both.

Parameters:

axes

On what axes to center the object (e.g. X, Y, XY) - default is both.

Returns:

This FlxObject for chaining

@:value({ y : 0.0, x : 0.0 })setPosition(x:Float = 0.0, y:Float = 0.0):Void

Helper function to set the coordinates of this object. Handy since it only requires one line of code.

Parameters:

x

The new x position

y

The new y position

setSize(width:Float, height:Float):Void

Shortcut for setting both width and Height.

Parameters:

width

The new hitbox width.

height

The new hitbox height.

toString():String

Convert object to readable string name. Useful for debugging, save games, etc.

update(elapsed:Float):Void

Override this function to update your class's position and appearance. This is where most of your game rules and behavioral code will go.

Defined by FlxBasic

kill():Void

Handy function for "killing" game objects. Use reset() to revive them. diff --git a/flixel/tile/FlxTile.html b/flixel/tile/FlxTile.html index b347dc55b..dfa59cd40 100644 --- a/flixel/tile/FlxTile.html +++ b/flixel/tile/FlxTile.html @@ -32,7 +32,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -56,8 +56,8 @@ Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isOnScreen(?camera:FlxCamera):Bool

Check and see if this object is currently on screen.

Parameters:

camera

Specify which game camera you want. If null, it will just grab the first global camera.

Returns:

Whether the object is on screen or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/tile/FlxTileblock.html b/flixel/tile/FlxTileblock.html index 6a266bbba..40bb46d90 100644 --- a/flixel/tile/FlxTileblock.html +++ b/flixel/tile/FlxTileblock.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -118,8 +117,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/tile/FlxTilemap.html b/flixel/tile/FlxTilemap.html index 5626910cc..9dbf8172f 100644 --- a/flixel/tile/FlxTilemap.html +++ b/flixel/tile/FlxTilemap.html @@ -36,7 +36,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +122,8 @@ Use getScreenBounds to use these properties.

Parameters:

newRect

The optional output FlxRect to be returned, if null, a new one is created.

Returns:

A globally aligned FlxRect that fully contains the input object's width and height.

Available since

4.11.0

.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. Resets their existence flags and position.

Parameters:

x

The new X position of this object.

y

The new Y position of this object.

@:value({ axes : XY })inlinescreenCenter(axes:FlxAxes = XY):FlxObject

Centers this FlxObject on the screen, either by the x axis, y axis, or both.

Parameters:

axes

On what axes to center the object (e.g. X, Y, XY) - default is both.

Returns:

This FlxObject for chaining

@:value({ y : 0.0, x : 0.0 })setPosition(x:Float = 0.0, y:Float = 0.0):Void

Helper function to set the coordinates of this object. Handy since it only requires one line of code.

Parameters:

x

The new x position

y

The new y position

setSize(width:Float, height:Float):Void

Shortcut for setting both width and Height.

Parameters:

width

The new hitbox width.

height

The new hitbox height.

toString():String

Convert object to readable string name. Useful for debugging, save games, etc.

update(elapsed:Float):Void

Override this function to update your class's position and appearance. This is where most of your game rules and behavioral code will go.

Defined by FlxBasic

kill():Void

Handy function for "killing" game objects. Use reset() to revive them. diff --git a/flixel/tile/FlxTypedTilemap.html b/flixel/tile/FlxTypedTilemap.html index d2b463c00..4fbaa62fd 100644 --- a/flixel/tile/FlxTypedTilemap.html +++ b/flixel/tile/FlxTypedTilemap.html @@ -50,7 +50,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +122,8 @@ Use getScreenBounds to use these properties.

Parameters:

newRect

The optional output FlxRect to be returned, if null, a new one is created.

Returns:

A globally aligned FlxRect that fully contains the input object's width and height.

Available since

4.11.0

.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

reset(x:Float, y:Float):Void

Handy function for reviving game objects. Resets their existence flags and position.

Parameters:

x

The new X position of this object.

y

The new Y position of this object.

@:value({ axes : XY })inlinescreenCenter(axes:FlxAxes = XY):FlxObject

Centers this FlxObject on the screen, either by the x axis, y axis, or both.

Parameters:

axes

On what axes to center the object (e.g. X, Y, XY) - default is both.

Returns:

This FlxObject for chaining

@:value({ y : 0.0, x : 0.0 })setPosition(x:Float = 0.0, y:Float = 0.0):Void

Helper function to set the coordinates of this object. Handy since it only requires one line of code.

Parameters:

x

The new x position

y

The new y position

setSize(width:Float, height:Float):Void

Shortcut for setting both width and Height.

Parameters:

width

The new hitbox width.

height

The new hitbox height.

toString():String

Convert object to readable string name. Useful for debugging, save games, etc.

update(elapsed:Float):Void

Override this function to update your class's position and appearance. This is where most of your game rules and behavioral code will go.

Defined by FlxBasic

kill():Void

Handy function for "killing" game objects. Use reset() to revive them. diff --git a/flixel/ui/FlxAnalog.html b/flixel/ui/FlxAnalog.html index 148fad89a..1270eebed 100644 --- a/flixel/ui/FlxAnalog.html +++ b/flixel/ui/FlxAnalog.html @@ -18,8 +18,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -38,7 +37,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -122,8 +121,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/ui/FlxBar.html b/flixel/ui/FlxBar.html index b84573129..57479b902 100644 --- a/flixel/ui/FlxBar.html +++ b/flixel/ui/FlxBar.html @@ -35,8 +35,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -55,7 +54,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -135,8 +134,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/ui/FlxTypedButton.html b/flixel/ui/FlxTypedButton.html index 9df613a8c..c745df3db 100644 --- a/flixel/ui/FlxTypedButton.html +++ b/flixel/ui/FlxTypedButton.html @@ -24,8 +24,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -44,7 +43,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -124,8 +123,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/ui/FlxVirtualPad.html b/flixel/ui/FlxVirtualPad.html index 969cbe3f2..b0984ebcb 100644 --- a/flixel/ui/FlxVirtualPad.html +++ b/flixel/ui/FlxVirtualPad.html @@ -20,8 +20,7 @@ the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.

pixels:BitmapData

This sprite's graphic / BitmapData object. Automatically adjusts graphic size and render helpers if changed.

read onlyscale:FlxPoint

Change the size of your sprite's graphic. NOTE: The hitbox is not automatically adjusted, use updateHitbox() for that. -WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Only works with OpenFL Next or WebGL. -Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether +WARNING: With FlxG.renderBlit, scaling sprites decreases rendering performance by a factor of about x10!

See also:

shader:FlxShader

GLSL shader for this sprite. Avoid changing it frequently as this is a costly operation.

Available since

4.1.0

.

@:value(false)read onlyuseColorTransform:Bool = false

Whether or not to use a ColorTransform set via setColorTransform().

@:value(true)useFramePixels:Bool = true

Always true on FlxG.renderBlit. On FlxG.renderTile it determines whether framePixels is used and defaults to false for performance reasons.

Defined by FlxObject

read onlyacceleration:FlxPoint

How fast the speed of this object is changing (in pixels per second). Useful for smooth movement and gravity.

@:value(FlxDirectionFlags.ANY)allowCollisions:FlxDirectionFlags = FlxDirectionFlags.ANY

Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. Use bitwise operators to check the values stored here. Useful for things like one-way platforms (e.g. allowCollisions = UP;). The accessor "solid" just flips this variable between NONE and ANY.

@:value(0)angle:Float = 0

Set the angle (in degrees) of a sprite to rotate it. WARNING: rotating sprites @@ -40,7 +39,7 @@ when FlxG.debugger.drawDebug is true.

@:value(false)immovable:Bool = false

Whether an object will move/alter position after a collision.

read onlylast:FlxPoint

Important variable for collision processing. By default this value is set automatically during at the start of update().

@:value(1)mass:Float = 1

The virtual mass of the object. Default value is 1. Currently only used with elasticity during collision resolution. Change at your own risk; effects seem crazy unpredictable so far!

@:value(10000)maxAngular:Float = 10000

Use in conjunction with angularAcceleration for fluid spin speed control.

read onlymaxVelocity:FlxPoint

If you are using acceleration, you can use maxVelocity with it -to cap the speed automatically (very useful!).

@:value(true)moves:Bool = true

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). +to cap the speed automatically (very useful!).

@:value(defaultMoves)moves:Bool = defaultMoves

Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). FlxObject and FlxSprite default to true. FlxText, FlxTileblock and FlxTilemap default to false.

@:value(null)path:FlxPath = null

The path this object follows. Not initialized by default. Assign a new FlxPath() object and start() it if you want to this object to follow a path. Set path to null again to stop following the path. @@ -124,8 +123,8 @@ Otherwise a new one is created.

Returns:

A FlxPoint object containing the midpoint of this object in world coordinates.

getPosition(?result:FlxPoint):FlxPoint

Returns the world position of this object.

Parameters:

result

Optional arg for the returning point.

Returns:

The world position of this object.

getScreenPosition(?result:FlxPoint, ?camera:FlxCamera):FlxPoint

Returns the screen position of this object.

Parameters:

result

Optional arg for the returning point

camera

The desired "screen" coordinate space. If null, FlxG.camera is used.

Returns:

The screen position of this object.

hurt(damage:Float):Void

Reduces the health variable of this object by the amount specified in Damage. Calls kill() if health drops to or below zero.

Parameters:

Damage

How much health to take away (use a negative number to give a health bonus).

inlineinWorldBounds():Bool

Check and see if this object is currently within the world bounds - useful for killing objects that get too far away.

Returns:

Whether the object is within the world bounds or not.

isPixelPerfectRender(?camera:FlxCamera):Bool

Check if object is rendered pixel perfect on a specific camera.

inlineisTouching(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is touching a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. -Be sure to check it before calling super.update(), as that will reset the flags.

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object is touching an object in (any of) the specified direction(s) this frame.

inlinejustTouched(direction:FlxDirectionFlags):Bool

Handy function for checking if this object is just landed on a particular surface. +Note: These flags are set from FlxG.collide calls, and get reset in super.update().

Parameters:

direction

Any of the collision flags (e.g. LEFT, FLOOR, etc).

Returns:

Whether the object just landed on (any of) the specified surface(s) this frame.

@:value({ inScreenSpace : false })@:access(flixel.group.FlxTypedGroup)overlaps(objectOrGroup:FlxBasic, inScreenSpace:Bool = false, ?camera:FlxCamera):Bool

Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. If the group has a LOT of things in it, it might be faster to use FlxG.overlap(). WARNING: Currently tilemaps do NOT support screen space overlap checks!

Parameters:

objectOrGroup

The object or group being tested.

inScreenSpace

Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."

camera

Specify which game camera you want. diff --git a/flixel/util/typeLimit/InitialState.html b/flixel/util/typeLimit/InitialState.html new file mode 100644 index 000000000..d5b7d5760 --- /dev/null +++ b/flixel/util/typeLimit/InitialState.html @@ -0,0 +1,20 @@ + + + +flixel.util.typeLimit.InitialState - HaxeFlixel API

A utility type that allows methods to accept multiple types, when dealing with "future" FlxStates. +Prior to haxeFlixel 6, the FlxGame constructor took a FlxState class which meant initial +FlxStatescould not have constructor args. In version 6.0.0 and higher, it now takes a function +that returns a newly created instance.

+

examples:

+

You can pass the state's contructor in directly:

+
FlxG.switchState(PlayState.new);
+

You can use short lambas (arrow functions) that return a newly created instance:

+
var levelID = 1;
+FlxG.switchState(()->new PlayState(levelID));
+

You can do things the long way, and use an anonymous function:

+
FlxG.switchState(function () { return new PlayState(); });
+

[Deprecated] Lastly, you can use the old way and pass in a type (until it's removed):

+
FlxG.switchState(PlayState);
Available since

5.6.0

.

See also:

Static methods

@:fromstaticfromMaker(func:() ‑> FlxState):InitialState

@:fromstaticfromType(state:Class<FlxState>):InitialState

@:tostatictoNextState(this:Dynamic):NextState

\ No newline at end of file diff --git a/flixel/util/typeLimit/NextState.html b/flixel/util/typeLimit/NextState.html new file mode 100644 index 000000000..cd55f79f0 --- /dev/null +++ b/flixel/util/typeLimit/NextState.html @@ -0,0 +1,24 @@ + + + +flixel.util.typeLimit.NextState - HaxeFlixel API

A utility type that allows methods to accept multiple types, when dealing with "future" FlxStates. +Prior to haxeFlixel 6, FlxG.switchState and other similar methods took a FlxState instance +which meant FlxStates were instantiated before the previous state was destroyed, potentially +causing errors. It also meant states with args couldn't be reset via FlxG.resetState. In version +5.6.0 and higher, these methods now take a function that returns a newly created instance. This +allows the state's instantiation to happen after the previous state is destroyed.

+

examples:

+

You can pass the state's contructor in directly:

+
FlxG.switchState(PlayState.new);
+

You can use short lambas (arrow functions) that return a newly created instance:

+
var levelID = 1;
+FlxG.switchState(()->new PlayState(levelID));
+

You can do things the long way, and use an anonymous function:

+
FlxG.switchState(function () { return new PlayState(); });
+

[Deprecated] Lastly, you can use the old way and pass in an instance (until it's removed):

+
FlxG.switchState(new PlayState());
Available since

5.6.0

.

See also:

Static methods

@:fromstaticfromMaker(func:() ‑> FlxState):NextState

@:fromstaticfromState(state:FlxState):NextState

staticgetConstructor(this:Dynamic):() ‑> FlxState

\ No newline at end of file diff --git a/flixel/util/typeLimit/index.html b/flixel/util/typeLimit/index.html index d0fd69e6e..ad6738e25 100644 --- a/flixel/util/typeLimit/index.html +++ b/flixel/util/typeLimit/index.html @@ -1,7 +1,15 @@ -flixel.util.typeLimit - HaxeFlixel API

flixel.util.typeLimit

..
OneOfFour

Useful to limit a Dynamic function argument's type to the specified +flixel.util.typeLimit - HaxeFlixel API

flixel.util.typeLimit

..
InitialState

A utility type that allows methods to accept multiple types, when dealing with "future" FlxStates. +Prior to haxeFlixel 6, the FlxGame constructor took a FlxState class which meant initial +FlxStatescould not have constructor args. In version 6.0.0 and higher, it now takes a function +that returns a newly created instance.

NextState

A utility type that allows methods to accept multiple types, when dealing with "future" FlxStates. +Prior to haxeFlixel 6, FlxG.switchState and other similar methods took a FlxState instance +which meant FlxStates were instantiated before the previous state was destroyed, potentially +causing errors. It also meant states with args couldn't be reset via FlxG.resetState. In version +5.6.0 and higher, these methods now take a function that returns a newly created instance. This +allows the state's instantiation to happen after the previous state is destroyed.

OneOfFour

Useful to limit a Dynamic function argument's type to the specified type parameters. This does NOT make the use of Dynamic type-safe in any way (the underlying type is still Dynamic and Std.is() checks + casts are necessary).

OneOfThree

Useful to limit a Dynamic function argument's type to the specified diff --git a/haxe/DynamicAccess.html b/haxe/DynamicAccess.html new file mode 100644 index 000000000..5e1b5b0fe --- /dev/null +++ b/haxe/DynamicAccess.html @@ -0,0 +1,8 @@ + + + +haxe.DynamicAccess - HaxeFlixel API

DynamicAccess is an abstract type for working with anonymous structures +that are intended to hold collections of objects by the string key.

+

For example, these types of structures are often created from JSON.

+

Basically, it wraps Reflect calls in a Map-like interface.

\ No newline at end of file diff --git a/haxe/index.html b/haxe/index.html index 2fb6c42ce..283a9199a 100644 --- a/haxe/index.html +++ b/haxe/index.html @@ -2,7 +2,8 @@ haxe - HaxeFlixel API

haxe

..
crypto
display
ds
exceptions
io
iterators
macro
xml
zip
CallStack

Get information about the call stack.

Constructible

This type unifies with any instance of classes that have a constructor -which

EnumTools

This class provides advanced methods on enums. It is ideally used with +which

DynamicAccess

DynamicAccess is an abstract type for working with anonymous structures +that are intended to hold collections of objects by the string key.

EnumTools

This class provides advanced methods on enums. It is ideally used with using EnumTools and then acts as an extension to the enum types.

EnumValueTools

This class provides advanced methods on enum values. It is ideally used with diff --git a/haxe/iterators/DynamicAccessIterator.html b/haxe/iterators/DynamicAccessIterator.html new file mode 100644 index 000000000..f6cf8b9a4 --- /dev/null +++ b/haxe/iterators/DynamicAccessIterator.html @@ -0,0 +1,4 @@ + + + +haxe.iterators.DynamicAccessIterator - HaxeFlixel API

This iterator can be used to iterate over the values of haxe.DynamicAccess.

Constructor

inlinenew(access:DynamicAccess<T>)

Methods

\ No newline at end of file diff --git a/haxe/iterators/index.html b/haxe/iterators/index.html index ed579038f..55a9941d8 100644 --- a/haxe/iterators/index.html +++ b/haxe/iterators/index.html @@ -1,4 +1,4 @@ -haxe.iterators - HaxeFlixel API

haxe.iterators

..
ArrayIterator

This iterator is used only when Array<T> is passed to Iterable<T>

ArrayKeyValueIterator

MapKeyValueIterator

This Key/Value iterator can be used to iterate across maps.

\ No newline at end of file +haxe.iterators - HaxeFlixel API

haxe.iterators

..
ArrayIterator

This iterator is used only when Array<T> is passed to Iterable<T>

ArrayKeyValueIterator

DynamicAccessIterator

This iterator can be used to iterate over the values of haxe.DynamicAccess.

MapKeyValueIterator

This Key/Value iterator can be used to iterate across maps.

\ No newline at end of file diff --git a/index.html b/index.html index c575cad8c..0a94852c9 100644 --- a/index.html +++ b/index.html @@ -1,7 +1,7 @@ -top level - HaxeFlixel API

top level version 5.5.0

flash
flixel
haxe
hscript
lime
nape
openfl
spinehaxe
Any

Any is a type that is compatible with any other in both ways.

Array

An Array is a storage for values. You can access it using indexes or +top level - HaxeFlixel API

top level version 5.6.2

flash
flixel
haxe
hscript
lime
nape
openfl
spinehaxe
Any

Any is a type that is compatible with any other in both ways.

Array

An Array is a storage for values. You can access it using indexes or with its API.

ArrayAccess

ArrayAccess is used to indicate a class that can be accessed using brackets. The type parameter represents the type of the elements stored.

Bool

The standard Boolean type, which can either be true or false.

Class

An abstract type that represents a Class.

Date

The Date class provides a basic structure for date and time related information. Date instances can be created by

Dynamic

Dynamic is a special type which is compatible with all other types.

EReg

The EReg class represents regular expressions.

Enum

An abstract type that represents an Enum type.

EnumValue

An abstract type that represents any enum value. diff --git a/nav.js b/nav.js index b881c1be6..050907fd9 100644 --- a/nav.js +++ b/nav.js @@ -1 +1 @@ -var navContent='

'; \ No newline at end of file +var navContent=''; \ No newline at end of file