Packageorg.flixel
Classpublic class FlxText
InheritanceFlxText Inheritance FlxSprite Inheritance FlxObject Inheritance FlxRect Inheritance FlxPoint

Extends FlxSprite to support rendering text. Can tint, fade, rotate and scale just like a sprite. Doesn't really animate though, as far as I know. Also does nice pixel-perfect centering on pixel fonts as long as they are only one liners.



Public Properties
 PropertyDefined by
 Inheritedacceleration : FlxPoint
How fast the speed of this object is changing.
FlxObject
 Inheritedactive : Boolean
If an object is not alive, the game loop will not automatically call update() on it.
FlxObject
  alignment : String
The alignment of the font ("left", "right", or "center").
FlxText
 Inheritedalpha : Number
Set alpha to a number between 0 and 1 to change the opacity of the sprite.
FlxSprite
 Inheritedangle : Number
Set the angle of a sprite to rotate it.
FlxObject
 InheritedangularAcceleration : Number
How fast the spin speed should change.
FlxObject
 InheritedangularDrag : Number
Like drag but for spinning.
FlxObject
 InheritedangularVelocity : Number
This is how fast you want this sprite to spin.
FlxObject
 Inheritedantialiasing : Boolean
Controls whether the object is smoothed when rotated, affects performance.
FlxSprite
 Inheritedblend : String
Blending modes, just like Photoshop! E.g.
FlxSprite
 Inheritedbottom : Number
The Y coordinate of the bottom of the rectangle.
FlxRect
 InheritedcolHullX : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
FlxObject
 InheritedcolHullY : FlxRect
These store a couple of useful numbers for speeding up collision resolution.
FlxObject
 InheritedcollideBottom : Boolean
Flag for direction collision resolution.
FlxObject
 InheritedcollideLeft : Boolean
Flag for direction collision resolution.
FlxObject
 InheritedcollideRight : Boolean
Flag for direction collision resolution.
FlxObject
 InheritedcollideTop : Boolean
Flag for direction collision resolution.
FlxObject
 InheritedcolOffsets : Array
An array of FlxPoint objects.
FlxObject
  color : uint
The color of the text being displayed.
FlxText
 InheritedcolVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution.
FlxObject
 Inheriteddead : Boolean
Handy for tracking gameplay or animations.
FlxObject
 Inheriteddrag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied when acceleration is not affecting the sprite.
FlxObject
 Inheritedexists : Boolean
Kind of a global on/off switch for any objects descended from FlxObject.
FlxObject
 Inheritedfacing : 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
 Inheritedfinished : Boolean
Whether the current animation has finished its first (or only) loop.
FlxSprite
 Inheritedfixed : Boolean
Set fixed to true if you want the object to stay in place during collisions.
FlxObject
  font : String
The font used for this text.
FlxText
 Inheritedframe : uint
Tell the sprite to change to a specific frame of animation.
FlxSprite
 InheritedframeHeight : uint
The height of the actual graphic or image being displayed (not necessarily the game object/bounding box).
FlxSprite
 Inheritedframes : uint
The total number of frames in this image (assumes each row is full).
FlxSprite
 InheritedframeWidth : uint
The width of the actual graphic or image being displayed (not necessarily the game object/bounding box).
FlxSprite
 Inherited_group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup.
FlxObject
 Inheritedhealth : Number
Handy for storing health percentage or armor points or whatever.
FlxObject
 Inheritedheight : Number
FlxRect
 Inheritedleft : Number
The X coordinate of the left side of the rectangle.
FlxRect
 InheritedmaxAngular : Number
Use in conjunction with angularAcceleration for fluid spin speed control.
FlxObject
 InheritedmaxThrust : Number
Used to cap thrust, helpful and easy!
FlxObject
 InheritedmaxVelocity : FlxPoint
If you are using acceleration, you can use maxVelocity with it to cap the speed automatically (very useful!).
FlxObject
 Inheritedmoves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()).
FlxObject
 Inheritedoffset : 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
 InheritedonFloor : Boolean
Flag that indicates whether or not you just hit the floor.
FlxObject
 Inheritedorigin : FlxPoint
WARNING: The origin of the sprite will default to its center.
FlxObject
 Inheritedpixels : BitmapData
Set pixels to any BitmapData object.
FlxSprite
 Inheritedright : Number
The X coordinate of the right side of the rectangle.
FlxRect
 Inheritedscale : FlxPoint
Change the size of your sprite's graphic.
FlxSprite
 InheritedscrollFactor : 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
  shadow : uint
The alignment of the font ("left", "right", or "center").
FlxText
  size : Number
The size of the text being displayed.
FlxText
 Inheritedsolid : Boolean
Set solid to true if you want to collide this object.
FlxObject
  text : String
The text being displayed.
FlxText
 Inheritedthrust : Number
If you want to do Asteroids style stuff, check out thrust, instead of directly accessing the object's velocity or acceleration.
FlxObject
 Inheritedtop : Number
The Y coordinate of the top of the rectangle.
FlxRect
 Inheritedvelocity : FlxPoint
The basic speed of this object.
FlxObject
 Inheritedvisible : Boolean
If an object is not visible, the game loop will not automatically call render() on it.
FlxObject
 Inheritedwidth : Number
FlxRect
 Inheritedx : Number
FlxPoint
 Inheritedy : Number
FlxPoint
Protected Properties
 PropertyDefined by
 Inherited_alpha : Number
FlxSprite
 Inherited_animations : Array
FlxSprite
 Inherited_bakedRotation : Number
FlxSprite
 Inherited_bbb : BitmapData
FlxSprite
 Inherited_boundsVisible : Boolean
FlxSprite
 Inherited_caf : uint
FlxSprite
 Inherited_callback : Function
FlxSprite
 Inherited_color : uint
FlxSprite
 Inherited_ct : ColorTransform
FlxSprite
 Inherited_curAnim : FlxAnim
FlxSprite
 Inherited_curFrame : uint
FlxSprite
 Inherited_facing : uint
FlxSprite
 Inherited_fixed : Boolean
Internal tracker for whether an object will move/alter position after a collision (see fixed).
FlxObject
 Inherited_flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
FlxObject
 Inherited_flashPointZero : Point
FlxSprite
 Inherited_flashRect : Rectangle
FlxSprite
 Inherited_flashRect2 : Rectangle
FlxSprite
 Inherited_flicker : Boolean
Internal helper used for retro-style flickering.
FlxObject
 Inherited_flickerTimer : Number
Internal helper used for retro-style flickering.
FlxObject
 Inherited_flipped : uint
FlxSprite
 Inherited_framePixels : BitmapData
FlxSprite
 Inherited_frameTimer : Number
FlxSprite
 Inherited_gfx : Graphics
[static]
FlxSprite
 Inherited_gfxSprite : Sprite
[static]
FlxSprite
 Inherited_mtx : Matrix
FlxSprite
 Inherited_pixels : BitmapData
FlxSprite
 Inherited_point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
FlxObject
 Inherited_rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
FlxObject
  _regen : Boolean
FlxText
  _shadow : uint
FlxText
 Inherited_solid : Boolean
Internal tracker for whether or not the object collides (see solid).
FlxObject
  _tf : TextField
FlxText
Public Methods
 MethodDefined by
  
FlxText(X:Number, Y:Number, Width:uint, Text:String = null, EmbeddedFont:Boolean = true)
Creates a new FlxText object at the specified position.
FlxText
 Inherited
addAnimation(Name:String, Frames:Array, FrameRate:Number = 0, Looped:Boolean = true):void
Adds a new animation to the sprite.
FlxSprite
 Inherited
addAnimationCallback(AnimationCallback:Function):void
Pass in a function to be called whenever this sprite's animation changes.
FlxSprite
 Inherited
collide(Object:FlxObject = null):Boolean
If you don't want to call FlxU.collide() you can use this instead.
FlxObject
 Inherited
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
 Inherited
destroy():void
Called by FlxGroup, commonly when game states are changed.
FlxObject
 Inherited
draw(Brush:FlxSprite, X:int = 0, Y:int = 0):void
This function draws or stamps one FlxSprite onto another.
FlxSprite
 Inherited
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
 Inherited
fill(Color:uint):void
Fills this sprite's graphic with a specific color.
FlxSprite
 Inherited
flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style.
FlxObject
 Inherited
flickering():Boolean
Check to see if the object is still flickering.
FlxObject
 Inherited
Returns the appropriate color for the bounding box depending on object state.
FlxObject
 Inherited
getScreenXY(Point:FlxPoint = null):FlxPoint
Call this function to figure out the on-screen position of the object.
FlxSprite
 Inherited
hitBottom(Contact:FlxObject, Velocity:Number):void
Called when this object's bottom edge collides with the top of another FlxObject.
FlxObject
 Inherited
hitLeft(Contact:FlxObject, Velocity:Number):void
Called when this object's left side collides with another FlxObject's right.
FlxObject
 Inherited
hitRight(Contact:FlxObject, Velocity:Number):void
Called when this object's right side collides with another FlxObject's left.
FlxObject
 Inherited
hitSide(Contact:FlxObject, Velocity:Number):void
Since most games have identical behavior for running into walls, you can just override this function instead of overriding both hitLeft and hitRight.
FlxObject
 Inherited
hitTop(Contact:FlxObject, Velocity:Number):void
Called when this object's top collides with the bottom of another FlxObject.
FlxObject
 Inherited
hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite.
FlxObject
 Inherited
kill():void
Call this function to "kill" a sprite so that it no longer 'exists'.
FlxObject
 Inherited
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
 Inherited
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
 Inherited
onEmit():void
Triggered whenever this sprite is launched by a FlxEmitter.
FlxSprite
 Inherited
onScreen():Boolean
Check and see if this object is currently on screen.
FlxObject
 Inherited
overlaps(Object:FlxObject):Boolean
Checks to see if some FlxObject object overlaps this FlxObject object.
FlxObject
 Inherited
overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this FlxCore object.
FlxSprite
 Inherited
play(AnimName:String, Force:Boolean = false):void
Plays an existing animation (e.g.
FlxSprite
 Inherited
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
 Inherited
randomFrame():void
Tell the sprite to change to a random frame of animation Useful for instantiating particles or other weird things.
FlxSprite
 Inherited
refreshHulls():void
Called by FlxObject.updateMotion() and some constructors to rebuild the basic collision data for this object.
FlxObject
 Inherited
render():void
Called by game loop, updates then blits or renders current frame of animation to the screen
FlxSprite
 Inherited
reset(X:Number, Y:Number):void
Handy function for reviving game objects.
FlxObject
  
setFormat(Font:String = null, Size:Number = 8, Color:uint = 0xffffff, Alignment:String = null, ShadowColor:uint = 0):FlxText
You can use this if you have a lot of text parameters to set instead of the individual properties.
FlxText
 Inherited
toString():String
Convert object to readable string name.
FlxPoint
 Inherited
unsafeBind(Pixels:BitmapData):void
Internal function, currently only used to quickly update FlxState.screen for post-processing.
FlxSprite
 Inherited
update():void
Main game loop update function.
FlxSprite
Protected Methods
 MethodDefined by
  
calcFrame():void
Internal function to update the current animation frame.
FlxText
 Inherited
drawBounds():void
FlxSprite
  
dtfCopy():TextFormat
A helper function for updating the TextField that we use for rendering.
FlxText
 Inherited
renderSprite():void
Internal function that performs the actual sprite rendering, called by render().
FlxSprite
 Inherited
resetHelpers():void
Resets some important variables for sprite optimization and rendering.
FlxSprite
 Inherited
Internal function for updating the sprite's animation.
FlxSprite
 Inherited
Just updates the retro-style flickering.
FlxObject
 Inherited
updateMotion():void
Internal function for updating the position and speed of this object.
FlxObject
Public Constants
 ConstantDefined by
 InheritedDOWN : uint = 3
[static] Useful for checking player orientation.
FlxSprite
 InheritedLEFT : uint = 0
[static] Useful for controlling flipped animations and checking player orientation.
FlxSprite
 InheritedRIGHT : uint = 1
[static] Useful for controlling flipped animations and checking player orientation.
FlxSprite
 InheritedUP : uint = 2
[static] Useful for checking player orientation.
FlxSprite
Protected Constants
 ConstantDefined by
 Inherited_pZero : FlxPoint
[static] A handy "empty point" object
FlxObject
Property detail
alignmentproperty
alignment:String  [read-write]

The alignment of the font ("left", "right", or "center").

Implementation
    public function get alignment():String
    public function set alignment(value:String):void
colorproperty 
color:uint  [read-write]

The color of the text being displayed.

Implementation
    public function get color():uint
    public function set color(value:uint):void
fontproperty 
font:String  [read-write]

The font used for this text.

Implementation
    public function get font():String
    public function set font(value:String):void
_regenproperty 
protected var _regen:Boolean
_shadowproperty 
protected var _shadow:uint
shadowproperty 
shadow:uint  [read-write]

The alignment of the font ("left", "right", or "center").

Implementation
    public function get shadow():uint
    public function set shadow(value:uint):void
sizeproperty 
size:Number  [read-write]

The size of the text being displayed.

Implementation
    public function get size():Number
    public function set size(value:Number):void
textproperty 
text:String  [read-write]

The text being displayed.

Implementation
    public function get text():String
    public function set text(value:String):void
_tfproperty 
protected var _tf:TextField
Constructor detail
FlxText()constructor
public function FlxText(X:Number, Y:Number, Width:uint, Text:String = null, EmbeddedFont:Boolean = true)

Creates a new FlxText object at the specified position.

Parameters
X:Number — The X position of the text.
 
Y:Number — The Y position of the text.
 
Width:uint — The width of the text object (height is determined automatically).
 
Text:String (default = null) — The actual text you would like to display initially.
 
EmbeddedFont:Boolean (default = true) — Whether this text field uses embedded fonts or nto
Method detail
calcFrame()method
protected override function calcFrame():void

Internal function to update the current animation frame.

dtfCopy()method 
protected function dtfCopy():TextFormat

A helper function for updating the TextField that we use for rendering.

Returns
TextFormat — A writable copy of TextField.defaultTextFormat.
setFormat()method 
public function setFormat(Font:String = null, Size:Number = 8, Color:uint = 0xffffff, Alignment:String = null, ShadowColor:uint = 0):FlxText

You can use this if you have a lot of text parameters to set instead of the individual properties.

Parameters
Font:String (default = null) — The name of the font face for the text display.
 
Size:Number (default = 8) — The size of the font (in pixels essentially).
 
Color:uint (default = 0xffffff) — The color of the text in traditional flash 0xRRGGBB format.
 
Alignment:String (default = null) — A string representing the desired alignment ("left,"right" or "center").
 
ShadowColor:uint (default = 0) — A uint representing the desired text shadow color in flash 0xRRGGBB format.

Returns
FlxText — This FlxText instance (nice for chaining stuff together, if you're into that).