| Package | org.flixel | 
| Class | public class FlxTilemap | 
| Inheritance | FlxTilemap  FlxObject  FlxRect  FlxPoint | 
| 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 | |
|  | 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  dragbut for spinning. | FlxObject | |
|  | angularVelocity : Number 
   This is how fast you want this sprite to spin. | FlxObject | |
| auto : uint 
   Set this flag to use one of the 16-tile binary auto-tile algorithms (OFF, AUTO, or ALT). | FlxTilemap | ||
|  | 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 | |
| collideIndex : uint 
   What tile index will you start colliding with (default: 1). | FlxTilemap | ||
|  | 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  FlxPointobjects. | FlxObject | |
|  | 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 | |
| drawIndex : uint 
   What tile index will you start drawing with (default: 1)  NOTE: should always be >= startingIndex. | FlxTilemap | ||
|  | exists : Boolean 
   Kind of a global on/off switch for any objects descended from  FlxObject. | FlxObject | |
|  | fixed : Boolean 
   Set  fixedto true if you want the object to stay in place during collisions. | FlxObject | |
|  | _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 | |
| heightInTiles : uint 
   Read-only variable, do NOT recommend changing after the map is loaded!
    | FlxTilemap | ||
| ImgAuto : Class [static] | FlxTilemap | ||
| ImgAutoAlt : Class [static] | FlxTilemap | ||
|  | left : Number 
   The X coordinate of the left side of the rectangle. | FlxRect | |
|  | maxAngular : Number 
   Use in conjunction with  angularAccelerationfor fluid spin speed control. | FlxObject | |
|  | maxThrust : Number 
   Used to cap  thrust, helpful and easy! | FlxObject | |
|  | maxVelocity : FlxPoint 
   If you are using  acceleration, you can usemaxVelocitywith 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 | |
|  | 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 | |
| refresh : Boolean 
   Set this flag to true to force the tilemap buffer to refresh on the next render frame. | FlxTilemap | ||
|  | right : Number 
   The X coordinate of the right side of the rectangle. | FlxRect | |
|  | 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  solidto true if you want to collide this object. | FlxObject | |
| startingIndex : uint 
   The first index of your tile sheet (default: 0) If you want to change it, do so before calling loadMap(). | FlxTilemap | ||
|  | 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 | |
| totalTiles : uint 
   Read-only variable, do NOT recommend changing after the map is loaded!
    | FlxTilemap | ||
|  | 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 | |
| widthInTiles : uint 
   Read-only variable, do NOT recommend changing after the map is loaded!
    | FlxTilemap | ||
|  | x : Number | FlxPoint | |
|  | y : Number | FlxPoint | |
| Property | Defined by | ||
|---|---|---|---|
| _bbKey : String | FlxTilemap | ||
| _bbPixels : BitmapData | FlxTilemap | ||
| _block : FlxObject | FlxTilemap | ||
| _boundsVisible : Boolean | FlxTilemap | ||
| _buffer : BitmapData | FlxTilemap | ||
| _bufferLoc : FlxPoint | FlxTilemap | ||
| _callbacks : Array | FlxTilemap | ||
| _data : Array | FlxTilemap | ||
|  | _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 | |
| _flashRect : Rectangle 
   Rendering helper. | FlxTilemap | ||
| _flashRect2 : Rectangle | FlxTilemap | ||
|  | _flicker : Boolean 
   Internal helper used for retro-style flickering. | FlxObject | |
|  | _flickerTimer : Number 
   Internal helper used for retro-style flickering. | FlxObject | |
| _pixels : BitmapData | FlxTilemap | ||
|  | _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 | |
| _rects : Array | FlxTilemap | ||
| _screenCols : uint | FlxTilemap | ||
| _screenRows : uint | FlxTilemap | ||
|  | _solid : Boolean 
   Internal tracker for whether or not the object collides (see  solid). | FlxObject | |
| _tileHeight : uint | FlxTilemap | ||
| _tileWidth : uint | FlxTilemap | ||
| Method | Defined by | ||
|---|---|---|---|
| 
   The tilemap constructor just initializes some basic variables. | FlxTilemap | ||
| 
arrayToCSV(Data:Array, Width:int):String [static]
   Converts a one-dimensional array of tile data to a comma-separated string. | FlxTilemap | ||
| 
bitmapToCSV(bitmapData:BitmapData, Invert:Boolean = false, Scale:uint = 1):String [static]
   Converts a  BitmapDataobject to a comma-separated string. | FlxTilemap | ||
|  | 
   If you don't want to call  FlxU.collide()you can use this instead. | FlxObject | |
|  | 
destroy():void 
   Called by  FlxGroup, commonly when game states are changed. | FlxObject | |
|  | 
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 | |
| 
follow(Border:int = 0):void 
   Call this function to lock the automatic camera to the map's edges. | FlxTilemap | ||
|  | 
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. | FlxObject | |
| 
getTile(X:uint, Y:uint):uint 
   Check the value of a particular tile. | FlxTilemap | ||
| 
getTileByIndex(Index:uint):uint 
   Get the value of a tile in the tilemap by index. | FlxTilemap | ||
|  | 
   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 | |
| 
imageToCSV(ImageFile:Class, Invert:Boolean = false, Scale:uint = 1):String [static]
   Converts a resource image file to a comma-separated string. | FlxTilemap | ||
|  | 
kill():void 
   Call this function to "kill" a sprite so that it no longer 'exists'. | FlxObject | |
| 
loadMap(MapData:String, TileGraphic:Class, TileWidth:uint = 0, TileHeight:uint = 0):FlxTilemap
 
   Load the tilemap with string data and a tile graphic. | FlxTilemap | ||
|  | 
onScreen():Boolean 
   Check and see if this object is currently on screen. | FlxObject | |
| 
   Checks for overlaps between the provided object and any tiles above the collision index. | FlxTilemap | ||
| 
overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean 
   Checks to see if a point in 2D space overlaps a solid tile. | FlxTilemap | ||
| 
preCollide(Object:FlxObject):void FlxU.collide()(and thusFlxObject.collide()) call
   this function each time two objects are compared to see if they collide. | FlxTilemap | ||
| 
ray(StartX:Number, StartY:Number, EndX:Number, EndY:Number, Result:FlxPoint, Resolution:Number = 1):Boolean 
   Shoots a ray from the start point to the end point. | FlxTilemap | ||
| 
refreshHulls():void 
   Called by  FlxObject.updateMotion()and some constructors to
   rebuild the basic collision data for this object. | FlxTilemap | ||
| 
render():void 
   Draws the tilemap. | FlxTilemap | ||
|  | 
reset(X:Number, Y:Number):void 
   Handy function for reviving game objects. | FlxObject | |
| 
setCallback(Tile:uint, Callback:Function, Range:uint = 1):void 
   Bind a function Callback(Core:FlxCore,X:uint,Y:uint,Tile:uint) to a range of tiles. | FlxTilemap | ||
| 
setTile(X:uint, Y:uint, Tile:uint, UpdateGraphics:Boolean = true):Boolean 
   Change the data and graphic of a tile in the tilemap. | FlxTilemap | ||
| 
setTileByIndex(Index:uint, Tile:uint, UpdateGraphics:Boolean = true):Boolean 
   Change the data and graphic of a tile in the tilemap. | FlxTilemap | ||
|  | 
toString():String 
   Convert object to readable string name. | FlxPoint | |
| 
update():void 
   Checks to see if the tilemap needs to be refreshed or not. | FlxTilemap | ||
| Method | Defined by | ||
|---|---|---|---|
| 
autoTile(Index:uint):void 
   An internal function used by the binary auto-tilers. | FlxTilemap | ||
| 
generateBoundingTiles():void 
   Generates a bounding box version of the tiles, flixel should call this automatically when necessary. | FlxTilemap | ||
| 
renderTilemap():void 
   Internal function that actually renders the tilemap to the tilemap buffer. | FlxTilemap | ||
|  | 
updateFlickering():void 
   Just updates the retro-style flickering. | FlxObject | |
|  | 
updateMotion():void 
   Internal function for updating the position and speed of this object. | FlxObject | |
| 
updateTile(Index:uint):void 
   Internal function used in setTileByIndex() and the constructor to update the map. | FlxTilemap | ||
| Constant | Defined by | ||
|---|---|---|---|
| ALT : uint = 2 [static]
   Top-down auto-tiling. | FlxTilemap | ||
| AUTO : uint = 1 [static]
   Platformer-friendly auto-tiling. | FlxTilemap | ||
| OFF : uint = 0 [static]
   No auto-tiling. | FlxTilemap | ||
| auto | property | 
public var auto:uintSet this flag to use one of the 16-tile binary auto-tile algorithms (OFF, AUTO, or ALT).
| _bbKey | property | 
protected var _bbKey:String
| _bbPixels | property | 
protected var _bbPixels:BitmapData
| _block | property | 
protected var _block:FlxObject
| _boundsVisible | property | 
protected var _boundsVisible:Boolean
| _buffer | property | 
protected var _buffer:BitmapData
| _bufferLoc | property | 
protected var _bufferLoc:FlxPoint
| _callbacks | property | 
protected var _callbacks:Array
| collideIndex | property | 
public var collideIndex:uintWhat tile index will you start colliding with (default: 1).
| _data | property | 
protected var _data:Array
| drawIndex | property | 
public var drawIndex:uintWhat tile index will you start drawing with (default: 1) NOTE: should always be >= startingIndex. If you want to change it, do so before calling loadMap().
| _flashRect | property | 
protected var _flashRect:RectangleRendering helper.
| _flashRect2 | property | 
protected var _flashRect2:Rectangle
| heightInTiles | property | 
public var heightInTiles:uintRead-only variable, do NOT recommend changing after the map is loaded!
| ImgAuto | property | 
public static var ImgAuto:Class
| ImgAutoAlt | property | 
public static var ImgAutoAlt:Class
| _pixels | property | 
protected var _pixels:BitmapData
| _rects | property | 
protected var _rects:Array
| refresh | property | 
public var refresh:BooleanSet this flag to true to force the tilemap buffer to refresh on the next render frame.
| _screenCols | property | 
protected var _screenCols:uint
| _screenRows | property | 
protected var _screenRows:uint
| startingIndex | property | 
public var startingIndex:uintThe first index of your tile sheet (default: 0) If you want to change it, do so before calling loadMap().
| _tileHeight | property | 
protected var _tileHeight:uint
| _tileWidth | property | 
protected var _tileWidth:uint
| totalTiles | property | 
public var totalTiles:uintRead-only variable, do NOT recommend changing after the map is loaded!
| widthInTiles | property | 
public var widthInTiles:uintRead-only variable, do NOT recommend changing after the map is loaded!
| FlxTilemap | () | constructor | 
public function FlxTilemap()The tilemap constructor just initializes some basic variables.
| arrayToCSV | () | method | 
public static function arrayToCSV(Data:Array, Width:int):StringConverts a one-dimensional array of tile data to a comma-separated string.
Parameters| Data:Array—  An array full of integer tile references. | |
| Width:int—  The number of tiles in each row. | 
| String— A comma-separated string containing the level data in aFlxTilemap-friendly format. | 
| autoTile | () | method | 
protected function autoTile(Index:uint):voidAn internal function used by the binary auto-tilers.
Parameters| Index:uint—  The index of the tile you want to analyze. | 
| bitmapToCSV | () | method | 
public static function bitmapToCSV(bitmapData:BitmapData, Invert:Boolean = false, Scale:uint = 1):String
   Converts a BitmapData object to a comma-separated string.
   Black pixels are flagged as 'solid' by default,
   non-black pixels are set as non-colliding.
   Black pixels must be PURE BLACK.
   
   
| bitmapData:BitmapData—  An embedded graphic, preferably black and white. | |
| Invert:Boolean(default =false)—  Load white pixels as solid instead. | |
| Scale:uint(default =1) | 
| String— A comma-separated string containing the level data in aFlxTilemap-friendly format. | 
| follow | () | method | 
public function follow(Border:int = 0):voidCall this function to lock the automatic camera to the map's edges.
Parameters| Border:int(default =0)—  Adjusts the camera follow boundary by whatever number of tiles you specify here.  Handy for blocking off deadends that are offscreen, etc.  Use a negative number to add padding instead of hiding the edges. | 
| generateBoundingTiles | () | method | 
protected function generateBoundingTiles():voidGenerates a bounding box version of the tiles, flixel should call this automatically when necessary.
| getTile | () | method | 
public function getTile(X:uint, Y:uint):uintCheck the value of a particular tile.
Parameters| X:uint—  The X coordinate of the tile (in tiles, not pixels). | |
| Y:uint—  The Y coordinate of the tile (in tiles, not pixels). | 
| uint— A uint containing the value of the tile at this spot in the array. | 
| getTileByIndex | () | method | 
public function getTileByIndex(Index:uint):uintGet the value of a tile in the tilemap by index.
Parameters| Index:uint— The slot in the data array (Y widthInTiles + X) where this tile is stored. | 
| uint— A uint containing the value of the tile at this spot in the array. | 
| imageToCSV | () | method | 
public static function imageToCSV(ImageFile:Class, Invert:Boolean = false, Scale:uint = 1):StringConverts a resource image file to a comma-separated string. Black pixels are flagged as 'solid' by default, non-black pixels are set as non-colliding. Black pixels must be PURE BLACK.
Parameters| ImageFile:Class—  An embedded graphic, preferably black and white. | |
| Invert:Boolean(default =false)—  Load white pixels as solid instead. | |
| Scale:uint(default =1) | 
| String— A comma-separated string containing the level data in aFlxTilemap-friendly format. | 
| loadMap | () | method | 
public function loadMap(MapData:String, TileGraphic:Class, TileWidth:uint = 0, TileHeight:uint = 0):FlxTilemapLoad the tilemap with string data and a tile graphic.
Parameters| MapData:String—   A string of comma and line-return delineated indices indicating what order the tiles should go in. | |
| TileGraphic:Class—  All the tiles you want to use, arranged in a strip corresponding to the numbers in MapData. | |
| TileWidth:uint(default =0)—  The width of your tiles (e.g. 8) - defaults to height of the tile graphic if unspecified. | |
| TileHeight:uint(default =0)—  The height of your tiles (e.g. 8) - defaults to width if unspecified. | 
| FlxTilemap— 
                        A pointer this instance of FlxTilemap, for chaining as usual :) | 
| overlaps | () | method | 
public override function overlaps(Core:FlxObject):BooleanChecks for overlaps between the provided object and any tiles above the collision index.
Parameters| Core:FlxObject—  TheFlxCoreyou want to check against. | 
| Boolean | 
| overlapsPoint | () | method | 
public override function overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):BooleanChecks to see if a point in 2D space overlaps a solid tile.
Parameters| X:Number—   The X coordinate of the point. | |
| Y:Number—   The Y coordinate of the point. | |
| PerPixel:Boolean(default =false)— Not available inFlxTilemap, ignored. | 
| Boolean— Whether or not the point overlaps this object. | 
| preCollide | () | method | 
public override function preCollide(Object:FlxObject):void
   FlxU.collide() (and thus FlxObject.collide()) call
   this function each time two objects are compared to see if they collide.
   It doesn't necessarily mean these objects WILL collide, however.
   
   
| Object:FlxObject— TheFlxObjectyou're about to run into. | 
| ray | () | method | 
public function ray(StartX:Number, StartY:Number, EndX:Number, EndY:Number, Result:FlxPoint, Resolution:Number = 1):BooleanShoots a ray from the start point to the end point. If/when it passes through a tile, it stores and returns that point.
Parameters| StartX:Number—  The X component of the ray's start. | |
| StartY:Number—  The Y component of the ray's start. | |
| EndX:Number—  The X component of the ray's end. | |
| EndY:Number—  The Y component of the ray's end. | |
| Result:FlxPoint—  APointobject containing the first wall impact. | |
| Resolution:Number(default =1)— Defaults to 1, meaning check every tile or so.  Higher means more checks! | 
| Boolean— Whether or not there was a collision between the ray and a colliding tile. | 
| refreshHulls | () | method | 
public override function refreshHulls():void
   Called by FlxObject.updateMotion() and some constructors to
   rebuild the basic collision data for this object.
   
| render | () | method | 
public override function render():voidDraws the tilemap.
| renderTilemap | () | method | 
protected function renderTilemap():voidInternal function that actually renders the tilemap to the tilemap buffer. Called by render().
| setCallback | () | method | 
public function setCallback(Tile:uint, Callback:Function, Range:uint = 1):voidBind a function Callback(Core:FlxCore,X:uint,Y:uint,Tile:uint) to a range of tiles.
Parameters| Tile:uint—  The tile to trigger the callback. | |
| Callback:Function— The function to trigger.  Parameters should be(Core:FlxCore,X:uint,Y:uint,Tile:uint). | |
| Range:uint(default =1)—  If you want this callback to work for a bunch of different tiles, input the range here.  Default value is 1. | 
| setTile | () | method | 
public function setTile(X:uint, Y:uint, Tile:uint, UpdateGraphics:Boolean = true):BooleanChange the data and graphic of a tile in the tilemap.
Parameters| X:uint—    The X coordinate of the tile (in tiles, not pixels). | |
| Y:uint—    The Y coordinate of the tile (in tiles, not pixels). | |
| Tile:uint—   The new integer data you wish to inject. | |
| UpdateGraphics:Boolean(default =true)— Whether the graphical representation of this tile should change. | 
| Boolean— Whether or not the tile was actually changed. | 
| setTileByIndex | () | method | 
public function setTileByIndex(Index:uint, Tile:uint, UpdateGraphics:Boolean = true):BooleanChange the data and graphic of a tile in the tilemap.
Parameters| Index:uint—   The slot in the data array (Y widthInTiles + X) where this tile is stored. | |
| Tile:uint—   The new integer data you wish to inject. | |
| UpdateGraphics:Boolean(default =true)— Whether the graphical representation of this tile should change. | 
| Boolean— Whether or not the tile was actually changed. | 
| update | () | method | 
public override function update():voidChecks to see if the tilemap needs to be refreshed or not.
| updateTile | () | method | 
protected function updateTile(Index:uint):voidInternal function used in setTileByIndex() and the constructor to update the map.
Parameters| Index:uint—  The index of the tile you want to update. | 
| ALT | constant | 
public static const ALT:uint = 2Top-down auto-tiling.
| AUTO | constant | 
public static const AUTO:uint = 1Platformer-friendly auto-tiling.
| OFF | constant | 
public static const OFF:uint = 0No auto-tiling.