Package | org.flixel.data |
Class | public class FlxPause |
Inheritance | FlxPause ![]() ![]() ![]() ![]() |
FlxLayer
object.
Method | Defined by | ||
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FlxPause()
Constructor.
| FlxPause | ||
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Adds a new
FlxObject subclass (FlxSprite, FlxBlock, etc) to the list of children
| FlxGroup | |
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If you don't want to call
FlxU.collide() you can use this instead. | FlxObject | |
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countDead():int
Call this function to find out how many members of the group are dead.
| FlxGroup | |
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countLiving():int
Call this function to find out how many members of the group are not dead.
| FlxGroup | |
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countOnScreen():int
Returns a count of how many objects in this group are on-screen right now.
| FlxGroup | |
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destroy():void
Override this function to handle any deleting or "shutdown" type operations you might need,
such as removing traditional Flash children like Sprite objects.
| FlxGroup | |
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flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style.
| FlxObject | |
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flickering():Boolean
Check to see if the object is still flickering.
| FlxObject | |
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getBoundingColor():uint
Returns the appropriate color for the bounding box depending on object state.
| FlxObject | |
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Call this function to retrieve the first object with dead == false in the group.
| FlxGroup | |
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Call this function to retrieve the first object with exists == false in the group.
| FlxGroup | |
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Call this function to retrieve the first object with dead == true in the group.
| FlxGroup | |
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Call this function to retrieve the first object with exists == true in the group.
| FlxGroup | |
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getFirstNull():int
Call this function to retrieve the first index set to 'null'.
| FlxGroup | |
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Returns a member at random from the group.
| FlxGroup | |
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Call this function to figure out the on-screen position of the object.
| FlxObject | |
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Called when this object's bottom edge collides with the top of another
FlxObject . | FlxObject | |
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Called when this object's left side collides with another
FlxObject 's right. | FlxObject | |
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Called when this object's right side collides with another
FlxObject 's left. | FlxObject | |
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Since most games have identical behavior for running into walls,
you can just override this function instead of overriding both hitLeft and hitRight.
| FlxObject | |
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Called when this object's top collides with the bottom of another
FlxObject . | FlxObject | |
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hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite.
| FlxObject | |
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kill():void
Calls kill on the group and all its members.
| FlxGroup | |
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onScreen():Boolean
Check and see if this object is currently on screen.
| FlxObject | |
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Checks to see if some
FlxObject object overlaps this FlxObject object. | FlxObject | |
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overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this
FlxObject object. | FlxObject | |
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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 | |
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refreshHulls():void
Called by
FlxObject.updateMotion() and some constructors to
rebuild the basic collision data for this object. | FlxObject | |
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Removes an object from the group.
| FlxGroup | |
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render():void
Automatically goes through and calls render on everything you added,
override this loop to control render order manually.
| FlxGroup | |
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Replaces an existing
FlxObject with a new one. | FlxGroup | |
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reset(X:Number, Y:Number):void
If the group's position is reset, we want to reset all its members too.
| FlxGroup | |
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resetFirstAvail(X:Number = 0, Y:Number = 0):Boolean
Finds the first object with exists == false and calls reset on it.
| FlxGroup | |
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sort(Index:String = "y", Order:int):void
Call this function to sort the group according to a particular value and order.
| FlxGroup | |
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toString():String
Convert object to readable string name.
| FlxPoint | |
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update():void
Automatically goes through and calls update on everything you added,
override this function to handle custom input and perform collisions.
| FlxGroup |