Package | org.flixel |
Class | public class FlxButton |
Inheritance | FlxButton FlxSprite FlxObject FlxBasic Object |
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 | ||
health : Number
Handy for storing health percentage or armor points or whatever. | FlxObject | ||
height : Number
The height of this object. | FlxObject | ||
HIGHLIGHT : uint = 1 [static]
Used with public variable status, means highlighted (usually from mouse over). | FlxButton | ||
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 | ||
label : FlxText
The text that appears on the button. | FlxButton | ||
labelOffset : FlxPoint
Controls the offset (from top left) of the text from the button. | FlxButton | ||
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 | ||
NORMAL : uint = 0 [static]
Used with public variable status, means not highlighted or pressed. | FlxButton | ||
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 | ||
on : Boolean
Use this to toggle checkbox-style behavior. | FlxButton | ||
onDown : Function
This function is called when the button is pressed down. | FlxButton | ||
onOut : Function
This function is called when the mouse leaves the button area. | FlxButton | ||
onOver : Function
This function is called when the mouse goes over the button. | FlxButton | ||
onUp : Function
This function is called when the button is released. | FlxButton | ||
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 | ||
PRESSED : uint = 2 [static]
Used with public variable status, means pressed (usually from mouse click). | FlxButton | ||
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 | ||
soundDown : FlxSound
Set this to play a sound when the button is pressed down. | FlxButton | ||
soundOut : FlxSound
Set this to play a sound when the mouse leaves the button. | FlxButton | ||
soundOver : FlxSound
Set this to play a sound when the mouse goes over the button. | FlxButton | ||
soundUp : FlxSound
Set this to play a sound when the button is released. | FlxButton | ||
status : uint
Shows the current state of the button. | FlxButton | ||
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 | ||
---|---|---|---|
_alpha : Number
Internal tracker for opacity, used with Flash getter/setter. | FlxSprite | ||
_animations : Array
Internal, stores all the animations that were added to this sprite. | FlxSprite | ||
_bakedRotation : Number
Internal tracker for how many frames of "baked" rotation there are (if any). | FlxSprite | ||
_callback : Function
Internal tracker for the animation callback. | FlxSprite | ||
_color : uint
Internal tracker for color tint, used with Flash getter/setter. | FlxSprite | ||
_colorTransform : ColorTransform
Internal, helps with animation, caching and drawing. | FlxSprite | ||
_curAnim : FlxAnim
Internal, keeps track of the current animation being played. | FlxSprite | ||
_curFrame : uint
Internal, keeps track of the current frame of animation. | FlxSprite | ||
_curIndex : uint
Internal, keeps track of the current index into the tile sheet based on animation or rotation. | FlxSprite | ||
_facing : uint
Internal tracker for what direction the sprite is currently facing, used with Flash getter/setter. | FlxSprite | ||
_flashPoint : Point
Internal, reused frequently during drawing and animating. | FlxSprite | ||
_flashPointZero : Point
Internal, reused frequently during drawing and animating. | FlxSprite | ||
_flashRect : Rectangle
Internal, reused frequently during drawing and animating. | FlxSprite | ||
_flashRect2 : Rectangle
Internal, reused frequently during drawing and animating. | FlxSprite | ||
_flicker : Boolean
Internal helper used for retro-style flickering. | FlxObject | ||
_flickerTimer : Number
Internal helper used for retro-style flickering. | FlxObject | ||
_flipped : uint
Internal, keeps track of whether the sprite was loaded with support for automatic reverse/mirroring. | FlxSprite | ||
_frameTimer : Number
Internal, used to time each frame of animation. | FlxSprite | ||
ImgDefault : Class | FlxSprite | ||
ImgDefaultButton : Class | FlxButton | ||
_initialized : Boolean
Whether or not the button has initialized itself yet. | FlxButton | ||
_matrix : Matrix
Internal, helps with animation, caching and drawing. | FlxSprite | ||
_onToggle : Boolean
Used for checkbox-style behavior. | FlxButton | ||
_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 | ||
_pixels : BitmapData
Internal, stores the entire source graphic (not the current displayed animation frame), used with Flash getter/setter. | FlxSprite | ||
_point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
| FlxObject | ||
_pressed : Boolean
Tracks whether or not the button is currently pressed. | FlxButton | ||
_rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject | ||
SndBeep : Class | FlxButton |
Method | Defined By | ||
---|---|---|---|
FlxButton(X:Number = 0, Y:Number = 0, Label:String = null, OnClick:Function = null)
Creates a new FlxButton object with a gray background
and a callback function on the UI thread. | FlxButton | ||
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]
Called by the game state when state is changed (if this object belongs to the state)
| FlxButton | ||
draw():void [override]
Just draws the button graphic and text label to the screen. | FlxButton | ||
[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 | ||
[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]
Since button uses its own mouse handler for thread reasons,
we run a little pre-check here to make sure that we only add
the mouse handler when it is actually safe to do so. | FlxButton | ||
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 | ||
setSounds(SoundOver:Class = null, SoundOverVolume:Number = 1.0, SoundOut:Class = null, SoundOutVolume:Number = 1.0, SoundDown:Class = null, SoundDownVolume:Number = 1.0, SoundUp:Class = null, SoundUpVolume:Number = 1.0):void
Set sounds to play during mouse-button interactions. | FlxButton | ||
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]
Called by the game loop automatically, handles mouseover and click detection. | FlxButton |
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 | ||
calcFrame():void
Internal function to update the current animation frame. | FlxSprite | ||
onMouseUp(event:MouseEvent):void
Internal function for handling the actual callback call (for UI thread dependent calls like FlxU.openURL()). | FlxButton | ||
resetHelpers():void [override]
Updates the size of the text field to match the button. | FlxButton | ||
updateAnimation():void
Internal function for updating the sprite's animation. | FlxSprite | ||
updateButton():void
Basic button update logic
| FlxButton | ||
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 |
_initialized | property |
protected var _initialized:Boolean
Whether or not the button has initialized itself yet.
_onToggle | property |
protected var _onToggle:Boolean
Used for checkbox-style behavior.
_pressed | property |
protected var _pressed:Boolean
Tracks whether or not the button is currently pressed.
HIGHLIGHT | property |
public static var HIGHLIGHT:uint = 1
Used with public variable status
, means highlighted (usually from mouse over).
ImgDefaultButton | property |
protected var ImgDefaultButton:Class
label | property |
public var label:FlxText
The text that appears on the button.
labelOffset | property |
public var labelOffset:FlxPoint
Controls the offset (from top left) of the text from the button.
NORMAL | property |
public static var NORMAL:uint = 0
Used with public variable status
, means not highlighted or pressed.
on | property |
on:Boolean
Use this to toggle checkbox-style behavior.
public function get on():Boolean
public function set on(value:Boolean):void
onDown | property |
public var onDown:Function
This function is called when the button is pressed down.
onOut | property |
public var onOut:Function
This function is called when the mouse leaves the button area.
onOver | property |
public var onOver:Function
This function is called when the mouse goes over the button.
onUp | property |
public var onUp:Function
This function is called when the button is released.
We recommend assigning your main button behavior to this function
via the FlxButton
constructor.
PRESSED | property |
public static var PRESSED:uint = 2
Used with public variable status
, means pressed (usually from mouse click).
SndBeep | property |
protected var SndBeep:Class
soundDown | property |
public var soundDown:FlxSound
Set this to play a sound when the button is pressed down. We recommend using the helper function setSounds()!
soundOut | property |
public var soundOut:FlxSound
Set this to play a sound when the mouse leaves the button. We recommend using the helper function setSounds()!
soundOver | property |
public var soundOver:FlxSound
Set this to play a sound when the mouse goes over the button. We recommend using the helper function setSounds()!
soundUp | property |
public var soundUp:FlxSound
Set this to play a sound when the button is released. We recommend using the helper function setSounds()!
status | property |
public var status:uint
Shows the current state of the button.
FlxButton | () | Constructor |
public function FlxButton(X:Number = 0, Y:Number = 0, Label:String = null, OnClick:Function = null)
Creates a new FlxButton
object with a gray background
and a callback function on the UI thread.
X:Number (default = 0 ) — The X position of the button.
| |
Y:Number (default = 0 ) — The Y position of the button.
| |
Label:String (default = null ) — The text that you want to appear on the button.
| |
OnClick:Function (default = null ) — The function to call whenever the button is clicked.
|
destroy | () | method |
override public function destroy():void
Called by the game state when state is changed (if this object belongs to the state)
draw | () | method |
override public function draw():void
Just draws the button graphic and text label to the screen.
onMouseUp | () | method |
protected function onMouseUp(event:MouseEvent):void
Internal function for handling the actual callback call (for UI thread dependent calls like FlxU.openURL()
).
Parameters
event:MouseEvent |
preUpdate | () | method |
override public function preUpdate():void
Since button uses its own mouse handler for thread reasons, we run a little pre-check here to make sure that we only add the mouse handler when it is actually safe to do so.
resetHelpers | () | method |
override protected function resetHelpers():void
Updates the size of the text field to match the button.
setSounds | () | method |
public function setSounds(SoundOver:Class = null, SoundOverVolume:Number = 1.0, SoundOut:Class = null, SoundOutVolume:Number = 1.0, SoundDown:Class = null, SoundDownVolume:Number = 1.0, SoundUp:Class = null, SoundUpVolume:Number = 1.0):void
Set sounds to play during mouse-button interactions. These operations can be done manually as well, and the public sound variables can be used after this for more fine-tuning, such as positional audio, etc.
Parameters
SoundOver:Class (default = null ) — What embedded sound effect to play when the mouse goes over the button. Default is null, or no sound.
| |
SoundOverVolume:Number (default = 1.0 ) — How load the that sound should be.
| |
SoundOut:Class (default = null ) — What embedded sound effect to play when the mouse leaves the button area. Default is null, or no sound.
| |
SoundOutVolume:Number (default = 1.0 ) — How load the that sound should be.
| |
SoundDown:Class (default = null ) — What embedded sound effect to play when the mouse presses the button down. Default is null, or no sound.
| |
SoundDownVolume:Number (default = 1.0 ) — How load the that sound should be.
| |
SoundUp:Class (default = null ) — What embedded sound effect to play when the mouse releases the button. Default is null, or no sound.
| |
SoundUpVolume:Number (default = 1.0 ) — How load the that sound should be.
|
update | () | method |
override public function update():void
Called by the game loop automatically, handles mouseover and click detection.
updateButton | () | method |
protected function updateButton():void
Basic button update logic