Package | org.flixel |
Class | public class FlxSprite |
Inheritance | FlxSprite FlxObject FlxBasic Object |
Subclasses | FlxButton, FlxParticle, FlxText, FlxTileblock |
FlxObject
with a bunch of graphics options and abilities, like animation and stamping.
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 | ||
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 | ||
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 |
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 | ||
_matrix : Matrix
Internal, helps with animation, caching and drawing. | FlxSprite | ||
_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 | ||
_rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject |
Method | Defined By | ||
---|---|---|---|
FlxSprite(X:Number = 0, Y:Number = 0, SimpleGraphic:Class = null)
Creates a white 8x8 square FlxSprite at the specified position. | FlxSprite | ||
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 | ||
[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 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 | ||
calcFrame():void
Internal function to update the current animation frame. | FlxSprite | ||
resetHelpers():void
Resets some important variables for sprite optimization and rendering. | FlxSprite | ||
updateAnimation():void
Internal function for updating the sprite's animation. | FlxSprite | ||
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 |
_alpha | property |
protected var _alpha:Number
Internal tracker for opacity, used with Flash getter/setter.
_animations | property |
protected var _animations:Array
Internal, stores all the animations that were added to this sprite.
_bakedRotation | property |
protected var _bakedRotation:Number
Internal tracker for how many frames of "baked" rotation there are (if any).
_callback | property |
protected var _callback:Function
Internal tracker for the animation callback. Default is null. If assigned, will be called each time the current frame changes. A function that has 3 parameters: a string name, a uint frame number, and a uint frame index.
_color | property |
protected var _color:uint
Internal tracker for color tint, used with Flash getter/setter.
_colorTransform | property |
protected var _colorTransform:ColorTransform
Internal, helps with animation, caching and drawing.
_curAnim | property |
protected var _curAnim:FlxAnim
Internal, keeps track of the current animation being played.
_curFrame | property |
protected var _curFrame:uint
Internal, keeps track of the current frame of animation. This is NOT an index into the tile sheet, but the frame number in the animation object.
_curIndex | property |
protected var _curIndex:uint
Internal, keeps track of the current index into the tile sheet based on animation or rotation.
_facing | property |
protected var _facing:uint
Internal tracker for what direction the sprite is currently facing, used with Flash getter/setter.
_flashPoint | property |
protected var _flashPoint:Point
Internal, reused frequently during drawing and animating.
_flashPointZero | property |
protected var _flashPointZero:Point
Internal, reused frequently during drawing and animating. Always contains (0,0).
_flashRect | property |
protected var _flashRect:Rectangle
Internal, reused frequently during drawing and animating.
_flashRect2 | property |
protected var _flashRect2:Rectangle
Internal, reused frequently during drawing and animating.
_flipped | property |
protected var _flipped:uint
Internal, keeps track of whether the sprite was loaded with support for automatic reverse/mirroring.
_frameTimer | property |
protected var _frameTimer:Number
Internal, used to time each frame of animation.
_matrix | property |
protected var _matrix:Matrix
Internal, helps with animation, caching and drawing.
_pixels | property |
protected var _pixels:BitmapData
Internal, stores the entire source graphic (not the current displayed animation frame), used with Flash getter/setter.
alpha | property |
alpha:Number
Set alpha
to a number between 0 and 1 to change the opacity of the sprite.
public function get alpha():Number
public function set alpha(value:Number):void
antialiasing | property |
public var antialiasing:Boolean
Controls whether the object is smoothed when rotated, affects performance.
The default value is false
.
blend | property |
public var blend:String
Blending modes, just like Photoshop or whatever. E.g. "multiply", "screen", etc.
The default value is null
.
color | property |
color:uint
Set color
to a number in this format: 0xRRGGBB.
color
IGNORES ALPHA. To change the opacity use alpha
.
Tints the whole sprite to be this color (similar to OpenGL vertex colors).
public function get color():uint
public function set color(value:uint):void
dirty | property |
public var dirty:Boolean
Set this flag to true to force the sprite to update during the draw() call. NOTE: Rarely if ever necessary, most sprite operations will flip this flag automatically.
facing | property |
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.
public function get facing():uint
public function set facing(value:uint):void
finished | property |
public var finished:Boolean
Whether the current animation has finished its first (or only) loop.
frame | property |
frame:uint
Tell the sprite to change to a specific frame of animation.
public function get frame():uint
public function set frame(value:uint):void
frameHeight | property |
public var frameHeight:uint
The height of the actual graphic or image being displayed (not necessarily the game object/bounding box). NOTE: Edit at your own risk!! This is intended to be read-only.
framePixels | property |
public var framePixels:BitmapData
The actual Flash BitmapData
object representing the current display state of the sprite.
frames | property |
public var frames:uint
The total number of frames in this image. WARNING: assumes each row in the sprite sheet is full!
frameWidth | property |
public var frameWidth:uint
The width of the actual graphic or image being displayed (not necessarily the game object/bounding box). NOTE: Edit at your own risk!! This is intended to be read-only.
ImgDefault | property |
protected var ImgDefault:Class
offset | property |
public var 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.
origin | property |
public var origin:FlxPoint
WARNING: The origin of the sprite will default to its center. If you change this, the visuals and the collisions will likely be pretty out-of-sync if you do any rotation.
pixels | property |
pixels:BitmapData
Set pixels
to any BitmapData
object.
Automatically adjust graphic size and render helpers.
public function get pixels():BitmapData
public function set pixels(value:BitmapData):void
scale | property |
public var scale:FlxPoint
Change the size of your sprite's graphic. NOTE: Scale doesn't currently affect collisions automatically, you will need to adjust the width, height and offset manually. WARNING: scaling sprites decreases rendering performance for this sprite by a factor of 10x!
FlxSprite | () | Constructor |
public function FlxSprite(X:Number = 0, Y:Number = 0, SimpleGraphic:Class = null)
Creates a white 8x8 square FlxSprite
at the specified position.
Optionally can load a simple, one-frame graphic instead.
X:Number (default = 0 ) — The initial X position of the sprite.
| |
Y:Number (default = 0 ) — The initial Y position of the sprite.
| |
SimpleGraphic:Class (default = null ) — The graphic you want to display (OPTIONAL - for simple stuff only, do NOT use for animated images!).
|
addAnimation | () | method |
public function addAnimation(Name:String, Frames:Array, FrameRate:Number = 0, Looped:Boolean = true):void
Adds a new animation to the sprite.
Parameters
Name:String — What this animation should be called (e.g. "run").
| |
Frames:Array — An array of numbers indicating what frames to play in what order (e.g. 1, 2, 3).
| |
FrameRate:Number (default = 0 ) — The speed in frames per second that the animation should play at (e.g. 40 fps).
| |
Looped:Boolean (default = true ) — Whether or not the animation is looped or just plays once.
|
addAnimationCallback | () | method |
public function addAnimationCallback(AnimationCallback:Function):void
Pass in a function to be called whenever this sprite's animation changes.
Parameters
AnimationCallback:Function — A function that has 3 parameters: a string name, a uint frame number, and a uint frame index.
|
calcFrame | () | method |
protected function calcFrame():void
Internal function to update the current animation frame.
centerOffsets | () | method |
public function centerOffsets(AdjustPosition:Boolean = false):void
Helper function that adjusts the offset automatically to center the bounding box within the graphic.
Parameters
AdjustPosition:Boolean (default = false ) — Adjusts the actual X and Y position just once to match the offset change. Default is false.
|
destroy | () | method |
override public function destroy():void
Clean up memory.
draw | () | method |
override public function draw():void
Called by game loop, updates then blits or renders current frame of animation to the screen
drawFrame | () | method |
public function drawFrame(Force:Boolean = false):void
Request (or force) that the sprite update the frame before rendering. Useful if you are doing procedural generation or other weirdness!
Parameters
Force:Boolean (default = false ) — Force the frame to redraw, even if its not flagged as necessary.
|
drawLine | () | method |
public function 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.
Parameters
StartX:Number — X coordinate of the line's start point.
| |
StartY:Number — Y coordinate of the line's start point.
| |
EndX:Number — X coordinate of the line's end point.
| |
EndY:Number — Y coordinate of the line's end point.
| |
Color:uint — The line's color.
| |
Thickness:uint (default = 1 ) — How thick the line is in pixels (default value is 1).
|
fill | () | method |
public function fill(Color:uint):void
Fills this sprite's graphic with a specific color.
Parameters
Color:uint — The color with which to fill the graphic, format 0xAARRGGBB.
|
loadGraphic | () | method |
public function 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.
Parameters
Graphic:Class — The image you want to use.
| |
Animated:Boolean (default = false ) — Whether the Graphic parameter is a single sprite or a row of sprites.
| |
Reverse:Boolean (default = false ) — Whether you need this class to generate horizontally flipped versions of the animation frames.
| |
Width:uint (default = 0 ) — Optional, specify the width of your sprite (helps FlxSprite figure out what to do with non-square sprites or sprite sheets).
| |
Height:uint (default = 0 ) — Optional, specify the height of your sprite (helps FlxSprite figure out what to do with non-square sprites or sprite sheets).
| |
Unique:Boolean (default = false ) — Optional, whether the graphic should be a unique instance in the graphics cache. Default is false.
|
FlxSprite — This FlxSprite instance (nice for chaining stuff together, if you're into that).
|
loadRotatedGraphic | () | method |
public function 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. This can make a huge difference in graphical performance!
Parameters
Graphic:Class — The image you want to rotate and stamp.
| |
Rotations:uint (default = 16 ) — The number of rotation frames the final sprite should have. For small sprites this can be quite a large number (360 even) without any problems.
| |
Frame:int (default = -1 ) — If the Graphic has a single row of square animation frames on it, you can specify which of the frames you want to use here. Default is -1, or "use whole graphic."
| |
AntiAliasing:Boolean (default = false ) — Whether to use high quality rotations when creating the graphic. Default is false.
| |
AutoBuffer:Boolean (default = false ) — Whether to automatically increase the image size to accomodate rotated corners. Default is false. Will create frames that are 150% larger on each axis than the original frame or graphic.
|
FlxSprite — This FlxSprite instance (nice for chaining stuff together, if you're into that).
|
makeGraphic | () | method |
public function makeGraphic(Width:uint, Height:uint, Color:uint = 0xffffffff, Unique:Boolean = false, Key:String = null):FlxSprite
This function creates a flat colored square image dynamically.
Parameters
Width:uint — The width of the sprite you want to generate.
| |
Height:uint — The height of the sprite you want to generate.
| |
Color:uint (default = 0xffffffff ) — Specifies the color of the generated block.
| |
Unique:Boolean (default = false ) — Whether the graphic should be a unique instance in the graphics cache. Default is false.
| |
Key:String (default = null ) — Optional parameter - specify a string key to identify this graphic in the cache. Trumps Unique flag.
|
FlxSprite — This FlxSprite instance (nice for chaining stuff together, if you're into that).
|
onScreen | () | method |
override public function onScreen(Camera:FlxCamera = null):Boolean
Check and see if this object is currently on screen.
Differs from FlxObject
's implementation
in that it takes the actual graphic into account,
not just the hitbox or bounding box or whatever.
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.
|
pixelsOverlapPoint | () | method |
public function pixelsOverlapPoint(Point:FlxPoint, Mask:uint = 0xFF, Camera:FlxCamera = null):Boolean
Checks to see if a point in 2D world space overlaps this FlxSprite
object's current displayed pixels.
This check is ALWAYS made in screen space, and always takes scroll factors into account.
Parameters
Point:FlxPoint — The point in world space you want to check.
| |
Mask:uint (default = 0xFF ) — Used in the pixel hit test to determine what counts as solid.
| |
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.
|
play | () | method |
public function play(AnimName:String, Force:Boolean = false):void
Plays an existing animation (e.g. "run"). If you call an animation that is already playing it will be ignored.
Parameters
AnimName:String — The string name of the animation you want to play.
| |
Force:Boolean (default = false ) — Whether to force the animation to restart.
|
postUpdate | () | method |
override public function postUpdate():void
Automatically called after update() by the game loop, this function just calls updateAnimation().
randomFrame | () | method |
public function randomFrame():void
Tell the sprite to change to a random frame of animation Useful for instantiating particles or other weird things.
replaceColor | () | method |
public function replaceColor(Color:uint, NewColor:uint, FetchPositions:Boolean = false):Array
Parameters
Color:uint | |
NewColor:uint | |
FetchPositions:Boolean (default = false )
|
Array |
resetHelpers | () | method |
protected function resetHelpers():void
Resets some important variables for sprite optimization and rendering.
setOriginToCorner | () | method |
public function setOriginToCorner():void
Helper function that just sets origin to (0,0)
stamp | () | method |
public function stamp(Brush:FlxSprite, X:int = 0, Y:int = 0):void
This function draws or stamps one FlxSprite
onto another.
This function is NOT intended to replace draw()
!
Parameters
Brush:FlxSprite — The image you want to use as a brush or stamp or pen or whatever.
| |
X:int (default = 0 ) — The X coordinate of the brush's top left corner on this sprite.
| |
Y:int (default = 0 ) — They Y coordinate of the brush's top left corner on this sprite.
|
updateAnimation | () | method |
protected function updateAnimation():void
Internal function for updating the sprite's animation.
Useful for cases when you need to update this but are buried down in too many supers.
This function is called automatically by FlxSprite.postUpdate()
.