Package | org.flixel |
Class | public class FlxParticle |
Inheritance | FlxParticle FlxSprite FlxObject FlxBasic Object |
FlxSprite
to have slightly more specialized behavior
common to many game scenarios. You can override and extend this class
just like you would FlxSprite
. While FlxEmitter
used to work with just any old sprite, it now requires a
FlxParticle
based class.
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 | ||
alpha : Number
Set alpha to a number between 0 and 1 to change the opacity of the sprite. | FlxSprite | ||
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 | ||
antialiasing : Boolean
Controls whether the object is smoothed when rotated, affects performance. | FlxSprite | ||
blend : String
Blending modes, just like Photoshop or whatever. | FlxSprite | ||
cameras : Array
An array of camera objects that this object will use during draw(). | FlxBasic | ||
color : uint
Set color to a number in this format: 0xRRGGBB. | FlxSprite | ||
dirty : Boolean
Set this flag to true to force the sprite to update during the draw() call. | FlxSprite | ||
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 | ||
facing : uint
Set facing using FlxSprite.LEFT,RIGHT,
UP, and DOWN to take advantage of
flipped sprites and/or just track player orientation more easily. | FlxSprite | ||
finished : Boolean
Whether the current animation has finished its first (or only) loop. | FlxSprite | ||
flickering : Boolean [read-only]
Check to see if the object is still flickering. | FlxObject | ||
frame : uint
Tell the sprite to change to a specific frame of animation. | FlxSprite | ||
frameHeight : uint
The height of the actual graphic or image being displayed (not necessarily the game object/bounding box). | FlxSprite | ||
framePixels : BitmapData
The actual Flash BitmapData object representing the current display state of the sprite. | FlxSprite | ||
frames : uint
The total number of frames in this image. | FlxSprite | ||
frameWidth : uint
The width of the actual graphic or image being displayed (not necessarily the game object/bounding box). | FlxSprite | ||
friction : Number
Determines how quickly the particles come to rest on the ground. | FlxParticle | ||
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 | ||
lifespan : Number
How long this particle lives before it disappears. | FlxParticle | ||
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 | ||
offset : FlxPoint
If you changed the size of your sprite object after loading or making the graphic,
you might need to offset the graphic away from the bound box to center it the way you want. | FlxSprite | ||
origin : FlxPoint
WARNING: The origin of the sprite will default to its center. | FlxSprite | ||
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 | ||
pixels : BitmapData
Set pixels to any BitmapData object. | FlxSprite | ||
scale : FlxPoint
Change the size of your sprite's graphic. | FlxSprite | ||
scrollFactor : FlxPoint
A point that can store numbers from 0 to 1 (for X and Y independently)
that governs how much this object is affected by the camera subsystem. | FlxObject | ||
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 |
Method | Defined By | ||
---|---|---|---|
Instantiate a new particle. | FlxParticle | ||
addAnimation(Name:String, Frames:Array, FrameRate:Number = 0, Looped:Boolean = true):void
Adds a new animation to the sprite. | FlxSprite | ||
addAnimationCallback(AnimationCallback:Function):void
Pass in a function to be called whenever this sprite's animation changes. | FlxSprite | ||
centerOffsets(AdjustPosition:Boolean = false):void
Helper function that adjusts the offset automatically to center the bounding box within the graphic. | FlxSprite | ||
destroy():void [override]
Clean up memory. | FlxSprite | ||
draw():void [override]
Called by game loop, updates then blits or renders current frame of animation to the screen
| FlxSprite | ||
[override]
Override this function to draw custom "debug mode" graphics to the
specified camera while the debugger's visual mode is toggled on. | FlxObject | ||
drawFrame(Force:Boolean = false):void
Request (or force) that the sprite update the frame before rendering. | FlxSprite | ||
drawLine(StartX:Number, StartY:Number, EndX:Number, EndY:Number, Color:uint, Thickness:uint = 1):void
This function draws a line on this sprite from position X1,Y1
to position X2,Y2 with the specified color. | FlxSprite | ||
fill(Color:uint):void
Fills this sprite's graphic with a specific color. | FlxSprite | ||
flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style. | FlxObject | ||
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 | ||
loadGraphic(Graphic:Class, Animated:Boolean = false, Reverse:Boolean = false, Width:uint = 0, Height:uint = 0, Unique:Boolean = false):FlxSprite
Load an image from an embedded graphic file. | FlxSprite | ||
loadRotatedGraphic(Graphic:Class, Rotations:uint = 16, Frame:int = -1, AntiAliasing:Boolean = false, AutoBuffer:Boolean = false):FlxSprite
Create a pre-rotated sprite sheet from a simple sprite. | FlxSprite | ||
makeGraphic(Width:uint, Height:uint, Color:uint = 0xffffffff, Unique:Boolean = false, Key:String = null):FlxSprite
This function creates a flat colored square image dynamically. | FlxSprite | ||
onEmit():void
Triggered whenever this object is launched by a FlxEmitter. | FlxParticle | ||
[override]
Check and see if this object is currently on screen. | FlxSprite | ||
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 | ||
Checks to see if a point in 2D world space overlaps this FlxSprite object's current displayed pixels. | FlxSprite | ||
play(AnimName:String, Force:Boolean = false):void
Plays an existing animation (e.g. | FlxSprite | ||
postUpdate():void [override]
Automatically called after update() by the game loop,
this function just calls updateAnimation(). | FlxSprite | ||
preUpdate():void [override]
Pre-update is called right before update() on each object in the game loop. | FlxObject | ||
randomFrame():void
Tell the sprite to change to a random frame of animation
Useful for instantiating particles or other weird things. | FlxSprite | ||
replaceColor(Color:uint, NewColor:uint, FetchPositions:Boolean = false):Array | FlxSprite | ||
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 | ||
setOriginToCorner():void
Helper function that just sets origin to (0,0)
| FlxSprite | ||
This function draws or stamps one FlxSprite onto another. | FlxSprite | ||
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]
The particle's main update logic. | FlxParticle |
friction | property |
public var friction:Number
Determines how quickly the particles come to rest on the ground. Only used if the particle has gravity-like acceleration applied.
The default value is 500
.
lifespan | property |
public var lifespan:Number
How long this particle lives before it disappears. NOTE: this is a maximum, not a minimum; the object could get recycled before its lifespan is up.
FlxParticle | () | Constructor |
public function FlxParticle()
Instantiate a new particle. Like FlxSprite
, all meaningful creation
happens during loadGraphic()
or makeGraphic()
or whatever.
onEmit | () | method |
public function onEmit():void
Triggered whenever this object is launched by a FlxEmitter
.
You can override this to add custom behavior like a sound or AI or something.
update | () | method |
override public function update():void
The particle's main update logic. Basically it checks to see if it should be dead yet, and then has some special bounce behavior if there is some gravity on it.