Package | org.flixel |
Class | public class FlxSprite |
Inheritance | FlxSprite ![]() ![]() ![]() |
Subclasses | FlxFade, FlxFlash, FlxParticle, FlxText, FlxTileblock |
Property | Defined by | ||
---|---|---|---|
![]() | acceleration : FlxPoint
How fast the speed of this object is changing.
| FlxObject | |
![]() | active : Boolean
If an object is not alive, the game loop will not automatically call
update() on it. | 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!
E.g.
| FlxSprite | ||
![]() | bottom : Number
The Y coordinate of the bottom of the rectangle.
| FlxRect | |
![]() | colHullX : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | |
![]() | colHullY : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | |
![]() | collideBottom : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | collideLeft : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | collideRight : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | collideTop : Boolean
Flag for direction collision resolution.
| FlxObject | |
![]() | colOffsets : Array
An array of
FlxPoint objects. | FlxObject | |
color : uint
Set
color to a number in this format: 0xRRGGBB. | FlxSprite | ||
![]() | colVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution.
| FlxObject | |
![]() | dead : Boolean
Handy for tracking gameplay or animations.
| FlxObject | |
![]() | drag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied
when acceleration is not affecting the sprite.
| FlxObject | |
![]() | exists : Boolean
Kind of a global on/off switch for any objects descended from
FlxObject . | FlxObject | |
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 | ||
![]() | fixed : Boolean
Set
fixed to true if you want the object to stay in place during collisions. | 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 | ||
frames : uint
The total number of frames in this image (assumes each row is full).
| FlxSprite | ||
frameWidth : uint
The width of the actual graphic or image being displayed (not necessarily the game object/bounding box).
| FlxSprite | ||
![]() | _group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup.
| FlxObject | |
![]() | health : Number
Handy for storing health percentage or armor points or whatever.
| FlxObject | |
![]() | height : Number | FlxRect | |
![]() | left : Number
The X coordinate of the left side of the rectangle.
| FlxRect | |
![]() | maxAngular : Number
Use in conjunction with
angularAcceleration for fluid spin speed control. | FlxObject | |
![]() | maxThrust : Number
Used to cap
thrust , helpful and easy!
| 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 to shrink the bounding box,
you might need to offset the new bounding box from the top-left corner of the sprite.
| FlxSprite | ||
![]() | onFloor : Boolean
Flag that indicates whether or not you just hit the floor.
| FlxObject | |
![]() | origin : FlxPoint
WARNING: The origin of the sprite will default to its center.
| FlxObject | |
pixels : BitmapData
Set
pixels to any BitmapData object. | FlxSprite | ||
![]() | right : Number
The X coordinate of the right side of the rectangle.
| FlxRect | |
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
Set
solid to true if you want to collide this object. | FlxObject | |
![]() | thrust : Number
If you want to do Asteroids style stuff, check out thrust,
instead of directly accessing the object's velocity or acceleration.
| FlxObject | |
![]() | top : Number
The Y coordinate of the top of the rectangle.
| FlxRect | |
![]() | velocity : FlxPoint
The basic speed of this object.
| FlxObject | |
![]() | visible : Boolean
If an object is not visible, the game loop will not automatically call
render() on it. | FlxObject | |
![]() | width : Number | FlxRect | |
![]() | x : Number | FlxPoint | |
![]() | y : Number | FlxPoint |
Property | Defined by | ||
---|---|---|---|
_alpha : Number | FlxSprite | ||
_animations : Array | FlxSprite | ||
_bakedRotation : Number | FlxSprite | ||
_bbb : BitmapData | FlxSprite | ||
_boundsVisible : Boolean | FlxSprite | ||
_caf : uint | FlxSprite | ||
_callback : Function | FlxSprite | ||
_color : uint | FlxSprite | ||
_ct : ColorTransform | FlxSprite | ||
_curAnim : FlxAnim | FlxSprite | ||
_curFrame : uint | FlxSprite | ||
_facing : uint | FlxSprite | ||
![]() | _fixed : Boolean
Internal tracker for whether an object will move/alter position after a collision (see
fixed ). | FlxObject | |
![]() | _flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
| FlxObject | |
_flashPointZero : Point | FlxSprite | ||
_flashRect : Rectangle | FlxSprite | ||
_flashRect2 : Rectangle | FlxSprite | ||
![]() | _flicker : Boolean
Internal helper used for retro-style flickering.
| FlxObject | |
![]() | _flickerTimer : Number
Internal helper used for retro-style flickering.
| FlxObject | |
_flipped : uint | FlxSprite | ||
_framePixels : BitmapData | FlxSprite | ||
_frameTimer : Number | FlxSprite | ||
_gfx : Graphics [static]
| FlxSprite | ||
_gfxSprite : Sprite [static]
| FlxSprite | ||
_mtx : Matrix | FlxSprite | ||
_pixels : BitmapData | 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 | |
![]() | _solid : Boolean
Internal tracker for whether or not the object collides (see
solid ). | 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 | ||
![]() |
If you don't want to call
FlxU.collide() you can use this instead. | FlxObject | |
createGraphic(Width:uint, Height:uint, Color:uint = 0xffffffff, Unique:Boolean = false, Key:String = null):FlxSprite
This function creates a flat colored square image dynamically.
| FlxSprite | ||
![]() |
destroy():void
Called by
FlxGroup , commonly when game states are changed. | FlxObject | |
This function draws or stamps one
FlxSprite onto another. | 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 | |
![]() |
flickering():Boolean
Check to see if the object is still flickering.
| FlxObject | |
![]() |
getBoundingColor():uint
Returns the appropriate color for the bounding box depending on object state.
| FlxObject | |
Call this function to figure out the on-screen position of the object.
| FlxSprite | ||
![]() |
Called when this object's bottom edge collides with the top of another
FlxObject . | FlxObject | |
![]() |
Called when this object's left side collides with another
FlxObject 's right. | FlxObject | |
![]() |
Called when this object's right side collides with another
FlxObject 's left. | FlxObject | |
![]() |
Since most games have identical behavior for running into walls,
you can just override this function instead of overriding both hitLeft and hitRight.
| FlxObject | |
![]() |
Called when this object's top collides with the bottom of another
FlxObject . | FlxObject | |
![]() |
hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite.
| FlxObject | |
![]() |
kill():void
Call this function to "kill" a sprite so that it no longer 'exists'.
| FlxObject | |
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 | ||
onEmit():void
Triggered whenever this sprite is launched by a
FlxEmitter . | FlxSprite | ||
![]() |
onScreen():Boolean
Check and see if this object is currently on screen.
| FlxObject | |
![]() |
Checks to see if some
FlxObject object overlaps this FlxObject object. | FlxObject | |
overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this FlxCore object.
| FlxSprite | ||
play(AnimName:String, Force:Boolean = false):void
Plays an existing animation (e.g.
| FlxSprite | ||
![]() |
preCollide(Object:FlxObject):void
FlxU.collide() (and thus FlxObject.collide() ) call
this function each time two objects are compared to see if they collide. | FlxObject | |
randomFrame():void
Tell the sprite to change to a random frame of animation
Useful for instantiating particles or other weird things.
| FlxSprite | ||
![]() |
refreshHulls():void
Called by
FlxObject.updateMotion() and some constructors to
rebuild the basic collision data for this object. | FlxObject | |
render():void
Called by game loop, updates then blits or renders current frame of animation to the screen
| FlxSprite | ||
![]() |
reset(X:Number, Y:Number):void
Handy function for reviving game objects.
| FlxObject | |
![]() |
toString():String
Convert object to readable string name.
| FlxPoint | |
unsafeBind(Pixels:BitmapData):void
Internal function, currently only used to quickly update FlxState.screen for post-processing.
| FlxSprite | ||
update():void
Main game loop update function.
| FlxSprite |
Method | Defined by | ||
---|---|---|---|
calcFrame():void
Internal function to update the current animation frame.
| FlxSprite | ||
drawBounds():void
| FlxSprite | ||
renderSprite():void
Internal function that performs the actual sprite rendering, called by render().
| FlxSprite | ||
resetHelpers():void
Resets some important variables for sprite optimization and rendering.
| FlxSprite | ||
updateAnimation():void
Internal function for updating the sprite's animation.
| FlxSprite | ||
![]() |
updateFlickering():void
Just updates the retro-style flickering.
| FlxObject | |
![]() |
updateMotion():void
Internal function for updating the position and speed of this object.
| FlxObject |
Constant | Defined by | ||
---|---|---|---|
DOWN : uint = 3 [static]
Useful for checking player orientation.
| FlxSprite | ||
LEFT : uint = 0 [static]
Useful for controlling flipped animations and checking player orientation.
| FlxSprite | ||
RIGHT : uint = 1 [static]
Useful for controlling flipped animations and checking player orientation.
| FlxSprite | ||
UP : uint = 2 [static]
Useful for checking player orientation.
| FlxSprite |
_alpha | property |
protected var _alpha:Number
alpha | property |
alpha:Number
[read-write]
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
_animations | property |
protected var _animations:Array
antialiasing | property |
public var antialiasing:Boolean
Controls whether the object is smoothed when rotated, affects performance.
The default value is false
.
_bakedRotation | property |
protected var _bakedRotation:Number
_bbb | property |
protected var _bbb:BitmapData
blend | property |
public var blend:String
Blending modes, just like Photoshop! E.g. "multiply", "screen", etc.
The default value is null
.
_boundsVisible | property |
protected var _boundsVisible:Boolean
_caf | property |
protected var _caf:uint
_callback | property |
protected var _callback:Function
_color | property |
protected var _color:uint
color | property |
color:uint
[read-write]
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
_ct | property |
protected var _ct:ColorTransform
_curAnim | property |
protected var _curAnim:FlxAnim
_curFrame | property |
protected var _curFrame:uint
_facing | property |
protected var _facing:uint
facing | property |
facing:uint
[read-write]
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.
_flashPointZero | property |
protected var _flashPointZero:Point
_flashRect | property |
protected var _flashRect:Rectangle
_flashRect2 | property |
protected var _flashRect2:Rectangle
_flipped | property |
protected var _flipped:uint
frame | property |
frame:uint
[read-write]Tell the sprite to change to a specific frame of animation.
Implementation 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 |
protected var _framePixels:BitmapData
frames | property |
public var frames:uint
The total number of frames in this image (assumes each row is full).
_frameTimer | property |
protected var _frameTimer:Number
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.
_gfx | property |
protected static var _gfx:Graphics
_gfxSprite | property |
protected static var _gfxSprite:Sprite
_mtx | property |
protected var _mtx:Matrix
offset | property |
public var offset:FlxPoint
If you changed the size of your sprite object to shrink the bounding box, you might need to offset the new bounding box from the top-left corner of the sprite.
_pixels | property |
protected var _pixels:BitmapData
pixels | property |
pixels:BitmapData
[read-write]
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.
ParametersName: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.
ParametersAnimationCallback: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.
createGraphic | () | method |
public function createGraphic(Width:uint, Height:uint, Color:uint = 0xffffffff, Unique:Boolean = false, Key:String = null):FlxSprite
This function creates a flat colored square image dynamically.
ParametersWidth: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.
|
|
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).
|
draw | () | method |
public function draw(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 render()
!
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.
|
drawBounds | () | method |
protected function drawBounds():void
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.
ParametersStartX: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.
ParametersColor:uint — The color with which to fill the graphic, format 0xAARRGGBB.
|
getScreenXY | () | method |
public override function getScreenXY(Point:FlxPoint = null):FlxPoint
Call this function to figure out the on-screen position of the object.
ParametersPoint:FlxPoint (default = null ) — Takes a Point 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.
|
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.
ParametersGraphic: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 ) — Whether the graphic should be a unique instance in the graphics cache.
|
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!
ParametersGraphic:Class — The image you want to rotate & stamp.
|
|
Rotations:uint (default = 16 ) — The number of frames you want to use (more == smoother rotations).
|
|
Frame:int (default = -1 ) — Use this to select a specific frame to draw from the graphic.
|
|
AntiAliasing:Boolean (default = false ) — Whether to use high quality rotations when creating the graphic.
|
|
AutoBuffer:Boolean (default = false ) — Whether to automatically increase the image size to accomodate rotated corners.
|
FlxSprite —
This FlxSprite instance (nice for chaining stuff together, if you're into that).
|
onEmit | () | method |
public function onEmit():void
Triggered whenever this sprite is launched by a FlxEmitter
.
overlapsPoint | () | method |
public override function overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this FlxCore object.
ParametersX:Number — The X coordinate of the point.
|
|
Y:Number — The Y coordinate of the point.
|
|
PerPixel:Boolean (default = false ) — Whether or not to use per pixel collision checking.
|
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.
ParametersAnimName:String — The string name of the animation you want to play.
|
|
Force:Boolean (default = false ) — Whether to force the animation to restart.
|
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.
render | () | method |
public override function render():void
Called by game loop, updates then blits or renders current frame of animation to the screen
renderSprite | () | method |
protected function renderSprite():void
Internal function that performs the actual sprite rendering, called by render().
resetHelpers | () | method |
protected function resetHelpers():void
Resets some important variables for sprite optimization and rendering.
unsafeBind | () | method |
public function unsafeBind(Pixels:BitmapData):void
Internal function, currently only used to quickly update FlxState.screen for post-processing.
Potentially super-unsafe, since it doesn't call resetHelpers()
!
Pixels:BitmapData — The BitmapData object you want to point at.
|
update | () | method |
public override function update():void
Main game loop update function. Override this to create your own sprite logic! Just don't forget to call super.update() or any of the helper functions.
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.update()
.
DOWN | constant |
public static const DOWN:uint = 3
Useful for checking player orientation.
LEFT | constant |
public static const LEFT:uint = 0
Useful for controlling flipped animations and checking player orientation.
RIGHT | constant |
public static const RIGHT:uint = 1
Useful for controlling flipped animations and checking player orientation.
UP | constant |
public static const UP:uint = 2
Useful for checking player orientation.