Package | org.flixel |
Class | public class FlxObject |
Inheritance | FlxObject FlxBasic Object |
Subclasses | FlxSprite, FlxTile, FlxTilemap |
FlxSprite
, FlxText
, etc).
It includes some basic attributes about game objects, including retro-style flickering,
basic state information, sizes, scrolling, and basic physics and motion.
Property | Defined By | ||
---|---|---|---|
acceleration : FlxPoint
How fast the speed of this object is changing. | FlxObject | ||
active : Boolean
Controls whether update() is automatically called by FlxState/FlxGroup. | FlxBasic | ||
_ACTIVECOUNT : uint [static] | FlxBasic | ||
alive : Boolean
Useful state for many game objects - "dead" (!alive) vs alive. | FlxBasic | ||
allowCollisions : uint
Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating collision directions. | FlxObject | ||
angle : Number
Set the angle of a sprite to rotate it. | FlxObject | ||
angularAcceleration : Number
How fast the spin speed should change. | FlxObject | ||
angularDrag : Number
Like drag but for spinning. | FlxObject | ||
angularVelocity : Number
This is how fast you want this sprite to spin. | FlxObject | ||
cameras : Array
An array of camera objects that this object will use during draw(). | FlxBasic | ||
drag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied
when acceleration is not affecting the sprite. | FlxObject | ||
elasticity : Number
The bounciness of this object. | FlxObject | ||
exists : Boolean
Controls whether update() and draw() are automatically called by FlxState/FlxGroup. | FlxBasic | ||
flickering : Boolean [read-only]
Check to see if the object is still flickering. | FlxObject | ||
health : Number
Handy for storing health percentage or armor points or whatever. | FlxObject | ||
height : Number
The height of this object. | FlxObject | ||
ID : int
IDs seem like they could be pretty useful, huh?
They're not actually used for anything yet though. | FlxBasic | ||
ignoreDrawDebug : Boolean
Setting this to true will prevent the object from appearing
when the visual debug mode in the debugger overlay is toggled on. | FlxBasic | ||
immovable : Boolean
Whether an object will move/alter position after a collision. | FlxObject | ||
last : FlxPoint
Important variable for collision processing. | FlxObject | ||
mass : Number
The virtual mass of the object. | FlxObject | ||
maxAngular : Number
Use in conjunction with angularAcceleration for fluid spin speed control. | FlxObject | ||
maxVelocity : FlxPoint
If you are using acceleration, you can use maxVelocity with it
to cap the speed automatically (very useful!). | FlxObject | ||
moves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). | FlxObject | ||
path : FlxPath
A reference to a path object. | FlxObject | ||
pathAngle : Number
The angle in degrees between this object and the next node, where 0 is directly upward, and 90 is to the right. | FlxObject | ||
pathSpeed : Number
The speed at which the object is moving on the path. | FlxObject | ||
scrollFactor : FlxPoint
A point that can store numbers from 0 to 1 (for X and Y independently)
that governs how much this object is affected by the camera subsystem. | FlxObject | ||
solid : Boolean
Whether the object collides or not. | FlxObject | ||
touching : uint
Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts. | FlxObject | ||
velocity : FlxPoint
The basic speed of this object. | FlxObject | ||
visible : Boolean
Controls whether draw() is automatically called by FlxState/FlxGroup. | FlxBasic | ||
_VISIBLECOUNT : uint [static] | FlxBasic | ||
wasTouching : uint
Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts from the previous game loop step. | FlxObject | ||
width : Number
The width of this object. | FlxObject | ||
x : Number
X position of the upper left corner of this object in world space. | FlxObject | ||
y : Number
Y position of the upper left corner of this object in world space. | FlxObject |
Property | Defined By | ||
---|---|---|---|
_flicker : Boolean
Internal helper used for retro-style flickering. | FlxObject | ||
_flickerTimer : Number
Internal helper used for retro-style flickering. | FlxObject | ||
_pathInc : int
Internal helper for node navigation, specifically yo-yo and backwards movement. | FlxObject | ||
_pathMode : uint
Internal tracker for path behavior flags (like looping, horizontal only, etc). | FlxObject | ||
_pathNodeIndex : int
Internal helper, tracks which node of the path this object is moving toward. | FlxObject | ||
_pathRotate : Boolean
Internal flag for whether hte object's angle should be adjusted to the path angle during path follow behavior. | FlxObject | ||
_point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
| FlxObject | ||
_rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject |
Method | Defined By | ||
---|---|---|---|
FlxObject(X:Number = 0, Y:Number = 0, Width:Number = 0, Height:Number = 0)
Instantiates a FlxObject. | FlxObject | ||
destroy():void [override]
Override this function to null out variables or
manually call destroy() on class members if necessary. | FlxObject | ||
draw():void [override]
Rarely called, and in this case just increments the visible objects count and calls drawDebug() if necessary. | FlxObject | ||
[override]
Override this function to draw custom "debug mode" graphics to the
specified camera while the debugger's visual mode is toggled on. | FlxObject | ||
flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style. | FlxObject | ||
followPath(Path:FlxPath, Speed:Number = 100, Mode:uint, AutoRotate:Boolean = false):void
Call this function to give this object a path to follow. | FlxObject | ||
Retrieve the midpoint of this object in world coordinates. | FlxObject | ||
Call this function to figure out the on-screen position of the object. | FlxObject | ||
hurt(Damage:Number):void
Reduces the "health" variable of this sprite by the amount specified in Damage. | FlxObject | ||
isTouching(Direction:uint):Boolean
Handy function for checking if this object is touching a particular surface. | FlxObject | ||
justTouched(Direction:uint):Boolean
Handy function for checking if this object is just landed on a particular surface. | FlxObject | ||
kill():void
Handy function for "killing" game objects. | FlxBasic | ||
Check and see if this object is currently on screen. | FlxObject | ||
Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. | FlxObject | ||
overlapsAt(X:Number, Y:Number, ObjectOrGroup:FlxBasic, InScreenSpace:Boolean = false, Camera:FlxCamera = null):Boolean
Checks to see if this FlxObject were located at the given position, would it overlap the FlxObject or FlxGroup?
This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size into account. | FlxObject | ||
Checks to see if a point in 2D world space overlaps this FlxObject object. | FlxObject | ||
postUpdate():void [override]
Post-update is called right after update() on each object in the game loop. | FlxObject | ||
preUpdate():void [override]
Pre-update is called right before update() on each object in the game loop. | FlxObject | ||
reset(X:Number, Y:Number):void
Handy function for reviving game objects. | FlxObject | ||
revive():void
Handy function for bringing game objects "back to life". | FlxBasic | ||
[static]
The main collision resolution function in flixel. | FlxObject | ||
[static]
The X-axis component of the object separation process. | FlxObject | ||
[static]
The Y-axis component of the object separation process. | FlxObject | ||
stopFollowingPath(DestroyPath:Boolean = false):void
Tells this object to stop following the path its on. | FlxObject | ||
toString():String
Convert object to readable string name. | FlxBasic | ||
update():void
Override this function to update your class's position and appearance. | FlxBasic |
Method | Defined By | ||
---|---|---|---|
advancePath(Snap:Boolean = true):FlxPoint
Internal function that decides what node in the path to aim for next based on the behavior flags. | FlxObject | ||
updateMotion():void
Internal function for updating the position and speed of this object. | FlxObject | ||
updatePathMotion():void
Internal function for moving the object along the path. | FlxObject |
Constant | Defined By | ||
---|---|---|---|
ANY : uint [static]
Special-case constant meaning any direction, used mainly by allowCollisions and touching. | FlxObject | ||
CEILING : uint = 0x0100 [static]
Special-case constant meaning up, used mainly by allowCollisions and touching. | FlxObject | ||
DOWN : uint = 0x1000 [static]
Generic value for "down" Used by facing, allowCollisions, and touching. | FlxObject | ||
FLOOR : uint = 0x1000 [static]
Special-case constant meaning down, used mainly by allowCollisions and touching. | FlxObject | ||
LEFT : uint = 0x0001 [static]
Generic value for "left" Used by facing, allowCollisions, and touching. | FlxObject | ||
NONE : uint = 0 [static]
Special-case constant meaning no collisions, used mainly by allowCollisions and touching. | FlxObject | ||
OVERLAP_BIAS : Number = 4 [static]
Handy constant used during collision resolution (see separateX() and separateY()). | FlxObject | ||
PATH_BACKWARD : uint = 0x000001 [static]
Path behavior controls: move from the end of the path to the start then stop. | FlxObject | ||
PATH_FORWARD : uint = 0x000000 [static]
Path behavior controls: move from the start of the path to the end then stop. | FlxObject | ||
PATH_HORIZONTAL_ONLY : uint = 0x010000 [static]
Path behavior controls: ignores any vertical component to the path data, only follows side to side. | FlxObject | ||
PATH_LOOP_BACKWARD : uint = 0x000100 [static]
Path behavior controls: move from the end of the path to the start then directly back to the end, and start over. | FlxObject | ||
PATH_LOOP_FORWARD : uint = 0x000010 [static]
Path behavior controls: move from the start of the path to the end then directly back to the start, and start over. | FlxObject | ||
PATH_VERTICAL_ONLY : uint = 0x100000 [static]
Path behavior controls: ignores any horizontal component to the path data, only follows up and down. | FlxObject | ||
PATH_YOYO : uint = 0x001000 [static]
Path behavior controls: move from the start of the path to the end then turn around and go back to the start, over and over. | FlxObject | ||
RIGHT : uint = 0x0010 [static]
Generic value for "right" Used by facing, allowCollisions, and touching. | FlxObject | ||
UP : uint = 0x0100 [static]
Generic value for "up" Used by facing, allowCollisions, and touching. | FlxObject | ||
WALL : uint [static]
Special-case constant meaning only the left and right sides, used mainly by allowCollisions and touching. | FlxObject |
Constant | Defined By | ||
---|---|---|---|
_pZero : FlxPoint [static]
Should always represent (0,0) - useful for different things, for avoiding unnecessary new calls. | FlxObject |
_flicker | property |
protected var _flicker:Boolean
Internal helper used for retro-style flickering.
_flickerTimer | property |
protected var _flickerTimer:Number
Internal helper used for retro-style flickering.
_pathInc | property |
protected var _pathInc:int
Internal helper for node navigation, specifically yo-yo and backwards movement.
_pathMode | property |
protected var _pathMode:uint
Internal tracker for path behavior flags (like looping, horizontal only, etc).
_pathNodeIndex | property |
protected var _pathNodeIndex:int
Internal helper, tracks which node of the path this object is moving toward.
_pathRotate | property |
protected var _pathRotate:Boolean
Internal flag for whether hte object's angle should be adjusted to the path angle during path follow behavior.
_point | property |
protected var _point:FlxPoint
This is just a pre-allocated x-y point container to be used however you like
_rect | property |
protected var _rect:FlxRect
This is just a pre-allocated rectangle container to be used however you like
acceleration | property |
public var acceleration:FlxPoint
How fast the speed of this object is changing. Useful for smooth movement and gravity.
allowCollisions | property |
public var allowCollisions:uint
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.
angle | property |
public var angle:Number
Set the angle of a sprite to rotate it. WARNING: rotating sprites decreases rendering performance for this sprite by a factor of 10x!
angularAcceleration | property |
public var angularAcceleration:Number
How fast the spin speed should change.
angularDrag | property |
public var angularDrag:Number
Like drag
but for spinning.
angularVelocity | property |
public var angularVelocity:Number
This is how fast you want this sprite to spin.
drag | property |
public var drag:FlxPoint
This isn't drag exactly, more like deceleration that is only applied when acceleration is not affecting the sprite.
elasticity | property |
public var elasticity:Number
The bounciness of this object. Only affects collisions. Default value is 0, or "not bouncy at all."
flickering | property |
flickering:Boolean
[read-only] Check to see if the object is still flickering.
public function get flickering():Boolean
health | property |
public var health:Number
Handy for storing health percentage or armor points or whatever.
height | property |
public var height:Number
The height of this object.
immovable | property |
public var immovable:Boolean
Whether an object will move/alter position after a collision.
last | property |
public var last:FlxPoint
Important variable for collision processing.
By default this value is set automatically during preUpdate()
.
mass | property |
public var mass:Number
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!
maxAngular | property |
public var maxAngular:Number
Use in conjunction with angularAcceleration
for fluid spin speed control.
maxVelocity | property |
public var maxVelocity:FlxPoint
If you are using acceleration
, you can use maxVelocity
with it
to cap the speed automatically (very useful!).
moves | property |
public var moves:Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()
).
FlxObject and FlxSprite default to true.
FlxText, FlxTileblock, FlxTilemap and FlxSound default to false.
path | property |
public var path:FlxPath
A reference to a path object. Null by default, assigned by followPath()
.
pathAngle | property |
public var pathAngle:Number
The angle in degrees between this object and the next node, where 0 is directly upward, and 90 is to the right.
pathSpeed | property |
public var pathSpeed:Number
The speed at which the object is moving on the path.
When an object completes a non-looping path circuit,
the pathSpeed will be zeroed out, but the path
reference
will NOT be nulled out. So pathSpeed
is a good way
to check if this object is currently following a path or not.
scrollFactor | property |
public var scrollFactor:FlxPoint
A point that can store numbers from 0 to 1 (for X and Y independently) that governs how much this object is affected by the camera subsystem. 0 means it never moves, like a HUD element or far background graphic. 1 means it scrolls along a the same speed as the foreground layer. scrollFactor is initialized as (1,1) by default.
solid | property |
solid:Boolean
Whether the object collides or not. For more control over what directions the object will collide from, use collision constants (like LEFT, FLOOR, etc) to set the value of allowCollisions directly.
public function get solid():Boolean
public function set solid(value:Boolean):void
touching | property |
public var touching:uint
Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts. Use bitwise operators to check the values stored here, or use touching(), justStartedTouching(), etc. You can even use them broadly as boolean values if you're feeling saucy!
velocity | property |
public var velocity:FlxPoint
The basic speed of this object.
wasTouching | property |
public var wasTouching:uint
Bit field of flags (use with UP, DOWN, LEFT, RIGHT, etc) indicating surface contacts from the previous game loop step. Use bitwise operators to check the values stored here, or use touching(), justStartedTouching(), etc. You can even use them broadly as boolean values if you're feeling saucy!
width | property |
public var width:Number
The width of this object.
x | property |
public var x:Number
X position of the upper left corner of this object in world space.
y | property |
public var y:Number
Y position of the upper left corner of this object in world space.
FlxObject | () | Constructor |
public function FlxObject(X:Number = 0, Y:Number = 0, Width:Number = 0, Height:Number = 0)
Instantiates a FlxObject
.
X:Number (default = 0 ) — The X-coordinate of the point in space.
| |
Y:Number (default = 0 ) — The Y-coordinate of the point in space.
| |
Width:Number (default = 0 ) — Desired width of the rectangle.
| |
Height:Number (default = 0 ) — Desired height of the rectangle.
|
advancePath | () | method |
protected function advancePath(Snap:Boolean = true):FlxPoint
Internal function that decides what node in the path to aim for next based on the behavior flags.
Parameters
Snap:Boolean (default = true )
|
FlxPoint — The node (a FlxPoint object) we are aiming for next.
|
destroy | () | method |
override public function destroy():void
Override this function to null out variables or manually call destroy() on class members if necessary. Don't forget to call super.destroy()!
draw | () | method |
override public function draw():void
Rarely called, and in this case just increments the visible objects count and calls drawDebug()
if necessary.
drawDebug | () | method |
override public function drawDebug(Camera:FlxCamera = null):void
Override this function to draw custom "debug mode" graphics to the specified camera while the debugger's visual mode is toggled on.
Parameters
Camera:FlxCamera (default = null ) — Which camera to draw the debug visuals to.
|
flicker | () | method |
public function flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style. Pass a negative value to flicker forever.
Parameters
Duration:Number (default = 1 ) — How many seconds to flicker for.
|
followPath | () | method |
public function followPath(Path:FlxPath, Speed:Number = 100, Mode:uint, AutoRotate:Boolean = false):void
Call this function to give this object a path to follow. If the path does not have at least one node in it, this function will log a warning message and return.
Parameters
Path:FlxPath — The FlxPath you want this object to follow.
| |
Speed:Number (default = 100 ) — How fast to travel along the path in pixels per second.
| |
Mode:uint (default = NaN ) — Optional, controls the behavior of the object following the path using the path behavior constants. Can use multiple flags at once, for example PATH_YOYO|PATH_HORIZONTAL_ONLY will make an object move back and forth along the X axis of the path only.
| |
AutoRotate:Boolean (default = false ) — Automatically point the object toward the next node. Assumes the graphic is pointing upward. Default behavior is false, or no automatic rotation.
|
getMidpoint | () | method |
public function getMidpoint(Point:FlxPoint = null):FlxPoint
Retrieve the midpoint of this object in world coordinates.
Parameters
Point:FlxPoint (default = null )
|
FlxPoint — A FlxPoint object containing the midpoint of this object in world coordinates.
|
getScreenXY | () | method |
public function getScreenXY(Point:FlxPoint = null, Camera:FlxCamera = null):FlxPoint
Call this function to figure out the on-screen position of the object.
Parameters
Point:FlxPoint (default = null ) — Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
| |
Camera:FlxCamera (default = null ) — Takes a FlxPoint object and assigns the post-scrolled X and Y values of this object to it.
|
FlxPoint — The Point you passed in, or a new Point if you didn't pass one, containing the screen X and Y position of this object.
|
hurt | () | method |
public function hurt(Damage:Number):void
Reduces the "health" variable of this sprite by the amount specified in Damage. Calls kill() if health drops to or below zero.
Parameters
Damage:Number — How much health to take away (use a negative number to give a health bonus).
|
isTouching | () | method |
public function isTouching(Direction:uint):Boolean
Handy function for checking if this object is touching a particular surface.
For slightly better performance you can just & the value directly into touching
.
However, this method is good for readability and accessibility.
Parameters
Direction:uint — Any of the collision flags (e.g. LEFT, FLOOR, etc).
|
Boolean — Whether the object is touching an object in (any of) the specified direction(s) this frame.
|
justTouched | () | method |
public function justTouched(Direction:uint):Boolean
Handy function for checking if this object is just landed on a particular surface.
Parameters
Direction:uint — Any of the collision flags (e.g. LEFT, FLOOR, etc).
|
Boolean — Whether the object just landed on (any of) the specified surface(s) this frame.
|
onScreen | () | method |
public function onScreen(Camera:FlxCamera = null):Boolean
Check and see if this object is currently on screen.
Parameters
Camera:FlxCamera (default = null ) — Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
|
Boolean — Whether the object is on screen or not.
|
overlaps | () | method |
public function overlaps(ObjectOrGroup:FlxBasic, InScreenSpace:Boolean = false, Camera:FlxCamera = null):Boolean
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.overlaps()
.
WARNING: Currently tilemaps do NOT support screen space overlap checks!
Parameters
ObjectOrGroup:FlxBasic — The object or group being tested.
| |
InScreenSpace:Boolean (default = false ) — Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."
| |
Camera:FlxCamera (default = null ) — Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
|
Boolean — Whether or not the two objects overlap.
|
overlapsAt | () | method |
public function overlapsAt(X:Number, Y:Number, ObjectOrGroup:FlxBasic, InScreenSpace:Boolean = false, Camera:FlxCamera = null):Boolean
Checks to see if this FlxObject
were located at the given position, would it overlap the FlxObject
or FlxGroup
?
This is distinct from overlapsPoint(), which just checks that point, rather than taking the object's size into account.
WARNING: Currently tilemaps do NOT support screen space overlap checks!
Parameters
X:Number — The X position you want to check. Pretends this object (the caller, not the parameter) is located here.
| |
Y:Number — The Y position you want to check. Pretends this object (the caller, not the parameter) is located here.
| |
ObjectOrGroup:FlxBasic — The object or group being tested.
| |
InScreenSpace:Boolean (default = false ) — Whether to take scroll factors into account when checking for overlap. Default is false, or "only compare in world space."
| |
Camera:FlxCamera (default = null ) — Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
|
Boolean — Whether or not the two objects overlap.
|
overlapsPoint | () | method |
public function overlapsPoint(Point:FlxPoint, InScreenSpace:Boolean = false, Camera:FlxCamera = null):Boolean
Checks to see if a point in 2D world space overlaps this FlxObject
object.
Parameters
Point:FlxPoint — The point in world space you want to check.
| |
InScreenSpace:Boolean (default = false ) — Whether to take scroll factors into account when checking for overlap.
| |
Camera:FlxCamera (default = null ) — Specify which game camera you want. If null getScreenXY() will just grab the first global camera.
|
Boolean — Whether or not the point overlaps this object.
|
postUpdate | () | method |
override public function postUpdate():void
Post-update is called right after update()
on each object in the game loop.
In FlxObject
this function handles integrating the objects motion
based on the velocity and acceleration settings, and tracking/clearing the touching
flags.
preUpdate | () | method |
override public function preUpdate():void
Pre-update is called right before update()
on each object in the game loop.
In FlxObject
it controls the flicker timer,
tracking the last coordinates for collision purposes,
and checking if the object is moving along a path or not.
reset | () | method |
public function reset(X:Number, Y:Number):void
Handy function for reviving game objects. Resets their existence flags and position.
Parameters
X:Number — The new X position of this object.
| |
Y:Number — The new Y position of this object.
|
separate | () | method |
public static function separate(Object1:FlxObject, Object2:FlxObject):Boolean
The main collision resolution function in flixel.
Parameters
Object1:FlxObject — Any FlxObject .
| |
Object2:FlxObject — Any other FlxObject .
|
Boolean — Whether the objects in fact touched and were separated.
|
separateX | () | method |
public static function separateX(Object1:FlxObject, Object2:FlxObject):Boolean
The X-axis component of the object separation process.
Parameters
Object1:FlxObject — Any FlxObject .
| |
Object2:FlxObject — Any other FlxObject .
|
Boolean — Whether the objects in fact touched and were separated along the X axis.
|
separateY | () | method |
public static function separateY(Object1:FlxObject, Object2:FlxObject):Boolean
The Y-axis component of the object separation process.
Parameters
Object1:FlxObject — Any FlxObject .
| |
Object2:FlxObject — Any other FlxObject .
|
Boolean — Whether the objects in fact touched and were separated along the Y axis.
|
stopFollowingPath | () | method |
public function stopFollowingPath(DestroyPath:Boolean = false):void
Tells this object to stop following the path its on.
Parameters
DestroyPath:Boolean (default = false ) — Tells this function whether to call destroy on the path object. Default value is false.
|
updateMotion | () | method |
protected function updateMotion():void
Internal function for updating the position and speed of this object. Useful for cases when you need to update this but are buried down in too many supers. Does a slightly fancier-than-normal integration to help with higher fidelity framerate-independenct motion.
updatePathMotion | () | method |
protected function updatePathMotion():void
Internal function for moving the object along the path.
Generally this function is called automatically by preUpdate()
.
The first half of the function decides if the object can advance to the next node in the path,
while the second half handles actually picking a velocity toward the next node.
_pZero | Constant |
protected static const _pZero:FlxPoint
Should always represent (0,0) - useful for different things, for avoiding unnecessary new
calls.
ANY | Constant |
public static const ANY:uint
Special-case constant meaning any direction, used mainly by allowCollisions
and touching
.
CEILING | Constant |
public static const CEILING:uint = 0x0100
Special-case constant meaning up, used mainly by allowCollisions
and touching
.
DOWN | Constant |
public static const DOWN:uint = 0x1000
Generic value for "down" Used by facing
, allowCollisions
, and touching
.
FLOOR | Constant |
public static const FLOOR:uint = 0x1000
Special-case constant meaning down, used mainly by allowCollisions
and touching
.
LEFT | Constant |
public static const LEFT:uint = 0x0001
Generic value for "left" Used by facing
, allowCollisions
, and touching
.
NONE | Constant |
public static const NONE:uint = 0
Special-case constant meaning no collisions, used mainly by allowCollisions
and touching
.
OVERLAP_BIAS | Constant |
public static const OVERLAP_BIAS:Number = 4
Handy constant used during collision resolution (see separateX()
and separateY()
).
PATH_BACKWARD | Constant |
public static const PATH_BACKWARD:uint = 0x000001
Path behavior controls: move from the end of the path to the start then stop.
PATH_FORWARD | Constant |
public static const PATH_FORWARD:uint = 0x000000
Path behavior controls: move from the start of the path to the end then stop.
PATH_HORIZONTAL_ONLY | Constant |
public static const PATH_HORIZONTAL_ONLY:uint = 0x010000
Path behavior controls: ignores any vertical component to the path data, only follows side to side.
PATH_LOOP_BACKWARD | Constant |
public static const PATH_LOOP_BACKWARD:uint = 0x000100
Path behavior controls: move from the end of the path to the start then directly back to the end, and start over.
PATH_LOOP_FORWARD | Constant |
public static const PATH_LOOP_FORWARD:uint = 0x000010
Path behavior controls: move from the start of the path to the end then directly back to the start, and start over.
PATH_VERTICAL_ONLY | Constant |
public static const PATH_VERTICAL_ONLY:uint = 0x100000
Path behavior controls: ignores any horizontal component to the path data, only follows up and down.
PATH_YOYO | Constant |
public static const PATH_YOYO:uint = 0x001000
Path behavior controls: move from the start of the path to the end then turn around and go back to the start, over and over.
RIGHT | Constant |
public static const RIGHT:uint = 0x0010
Generic value for "right" Used by facing
, allowCollisions
, and touching
.
UP | Constant |
public static const UP:uint = 0x0100
Generic value for "up" Used by facing
, allowCollisions
, and touching
.
WALL | Constant |
public static const WALL:uint
Special-case constant meaning only the left and right sides, used mainly by allowCollisions
and touching
.