Package | net.flashpunk |
Class | public class World |
Inheritance | World Tweener Object |
Property | Defined By | ||
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active : Boolean = true
If this object should update. | Tweener | ||
autoClear : Boolean = false
If the Tweener should clear on removal. | Tweener | ||
camera : Point
Point used to determine drawing offset in the render loop. | World | ||
count : uint [read-only]
How many Entities are in the World. | World | ||
farthest : Entity [read-only]
The Entity that will be rendered first by the World. | World | ||
first : Entity [read-only]
The first Entity in the World. | World | ||
layerFarthest : int [read-only]
The layer that will be rendered first by the World. | World | ||
layerNearest : int [read-only]
The layer that will be rendered last by the World. | World | ||
layers : uint [read-only]
How many Entity layers the World has. | World | ||
mouseX : int [read-only]
X position of the mouse in the World. | World | ||
mouseY : int [read-only]
Y position of the mouse in the world. | World | ||
nearest : Entity [read-only]
The Entity that will be rendered last by the world. | World | ||
uniqueTypes : uint [read-only]
How many different types have been added to the World. | World | ||
visible : Boolean = true
If the render() loop is performed. | World |
Method | Defined By | ||
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World()
Constructor. | World | ||
Adds the Entity to the World at the end of the frame. | World | ||
Adds an Entity to the World with the Graphic object. | World | ||
addList(... list):void
Adds multiple Entities to the world. | World | ||
Adds an Entity to the World with the Mask object. | World | ||
Adds a new Tween. | Tweener | ||
begin():void
Override this; called when World is switch to, and set to the currently active world. | World | ||
bringForward(e:Entity):Boolean
Shifts the Entity one place towards the front of its contained layer. | World | ||
bringToFront(e:Entity):Boolean
Brings the Entity to the front of its contained layer. | World | ||
classCount(c:Class):uint
Returns the amount of Entities of the Class are in the World. | World | ||
classFirst(c:Class):Entity
The first Entity of the Class. | World | ||
clearRecycled(classType:Class):void [static]
Clears stored recycled Entities of the Class type. | World | ||
clearRecycledAll():void [static]
Clears stored recycled Entities of all Class types. | World | ||
clearTweens():void
Removes all Tweens. | Tweener | ||
collideLine(type:String, fromX:int, fromY:int, toX:int, toY:int, precision:uint = 1, p:Point = null):Entity
Returns the first Entity found that collides with the line. | World | ||
collidePoint(type:String, pX:Number, pY:Number):Entity
Returns the first Entity found that collides with the position. | World | ||
collidePointInto(type:String, pX:Number, pY:Number, into:Object):void
Populates an array with all Entities that collide with the position. | World | ||
collideRect(type:String, rX:Number, rY:Number, rWidth:Number, rHeight:Number):Entity
Returns the first Entity that collides with the rectangular area. | World | ||
collideRectInto(type:String, rX:Number, rY:Number, rWidth:Number, rHeight:Number, into:Object):void
Populates an array with all Entities that collide with the rectangle. | World | ||
Returns a new Entity, or a stored recycled Entity if one exists. | World | ||
end():void
Override this; called when World is changed, and the active world is no longer this. | World | ||
focusGained():void
Override this; called when game gains focus. | World | ||
focusLost():void
Override this; called when game loses focus. | World | ||
getAll(into:Object):void
Pushes all Entities in the World into the array. | World | ||
getClass(c:Class, into:Object):void
Pushes all Entities in the World of the Class into the Array or Vector. | World | ||
getInstance(name:String):*
Returns the Entity with the instance name, or null if none exists. | World | ||
getLayer(layer:int, into:Object):void
Pushes all Entities in the World on the layer into the Array or Vector. | World | ||
getType(type:String, into:Object):void
Pushes all Entities in the World of the type into the Array or Vector. | World | ||
If the Entity as at the back of its layer. | World | ||
If the Entity as at the front of its layer. | World | ||
layerCount(layer:int):uint
Returns the amount of Entities are on the layer in the World. | World | ||
layerFirst(layer:int):Entity
The first Entity on the Layer. | World | ||
The last Entity on the Layer. | World | ||
Finds the Entity nearest to another. | World | ||
nearestToPoint(type:String, x:Number, y:Number, useHitboxes:Boolean = false):Entity
Finds the Entity nearest to the position. | World | ||
nearestToRect(type:String, x:Number, y:Number, width:Number, height:Number, ignore:Entity = null):Entity
Finds the Entity nearest to the rectangle. | World | ||
Removes the Entity from the World at the end of the frame and recycles it. | World | ||
Removes the Entity from the World at the end of the frame. | World | ||
removeAll():void
Removes all Entities from the World at the end of the frame. | World | ||
removeList(... list):void
Removes multiple Entities from the world. | World | ||
Removes a Tween. | Tweener | ||
render():void
Performed by the game loop, renders all contained Entities. | World | ||
sendBackward(e:Entity):Boolean
Shifts the Entity one place towards the back of its contained layer. | World | ||
sendToBack(e:Entity):Boolean
Sends the Entity to the back of its contained layer. | World | ||
typeCount(type:String):uint
Returns the amount of Entities of the type are in the World. | World | ||
The first Entity of the type. | World | ||
update():void [override]
Performed by the game loop, updates all contained Entities. | World | ||
updateLists(shouldAdd:Boolean = true):void
Updates the add/remove lists at the end of the frame. | World | ||
updateTweens():void
Updates all contained tweens. | Tweener |
camera | property |
public var camera:Point
Point used to determine drawing offset in the render loop.
count | property |
count:uint
[read-only] How many Entities are in the World.
public function get count():uint
farthest | property |
farthest:Entity
[read-only] The Entity that will be rendered first by the World.
public function get farthest():Entity
first | property |
first:Entity
[read-only] The first Entity in the World.
public function get first():Entity
layerFarthest | property |
layerFarthest:int
[read-only] The layer that will be rendered first by the World.
public function get layerFarthest():int
layerNearest | property |
layerNearest:int
[read-only] The layer that will be rendered last by the World.
public function get layerNearest():int
layers | property |
layers:uint
[read-only] How many Entity layers the World has.
public function get layers():uint
mouseX | property |
mouseX:int
[read-only] X position of the mouse in the World.
public function get mouseX():int
mouseY | property |
mouseY:int
[read-only] Y position of the mouse in the world.
public function get mouseY():int
nearest | property |
nearest:Entity
[read-only] The Entity that will be rendered last by the world.
public function get nearest():Entity
uniqueTypes | property |
uniqueTypes:uint
[read-only] How many different types have been added to the World.
public function get uniqueTypes():uint
visible | property |
public var visible:Boolean = true
If the render() loop is performed.
World | () | Constructor |
public function World()
Constructor.
add | () | method |
public function add(e:Entity):Entity
Adds the Entity to the World at the end of the frame.
Parameters
e:Entity — Entity object you want to add.
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Entity — The added Entity object.
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addGraphic | () | method |
public function addGraphic(graphic:Graphic, layer:int = 0, x:int = 0, y:int = 0):Entity
Adds an Entity to the World with the Graphic object.
Parameters
graphic:Graphic — Graphic to assign the Entity.
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layer:int (default = 0 ) — X position of the Entity.
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x:int (default = 0 ) — Y position of the Entity.
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y:int (default = 0 ) — Layer of the Entity.
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Entity — The Entity that was added.
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addList | () | method |
public function addList(... list):void
Adds multiple Entities to the world.
Parameters
... list — Several Entities (as arguments) or an Array/Vector of Entities.
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addMask | () | method |
public function addMask(mask:Mask, type:String, x:int = 0, y:int = 0):Entity
Adds an Entity to the World with the Mask object.
Parameters
mask:Mask — Mask to assign the Entity.
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type:String — Collision type of the Entity.
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x:int (default = 0 ) — X position of the Entity.
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y:int (default = 0 ) — Y position of the Entity.
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Entity — The Entity that was added.
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begin | () | method |
public function begin():void
Override this; called when World is switch to, and set to the currently active world.
bringForward | () | method |
public function bringForward(e:Entity):Boolean
Shifts the Entity one place towards the front of its contained layer.
Parameters
e:Entity — The Entity to shift.
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Boolean — If the Entity changed position.
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bringToFront | () | method |
public function bringToFront(e:Entity):Boolean
Brings the Entity to the front of its contained layer.
Parameters
e:Entity — The Entity to shift.
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Boolean — If the Entity changed position.
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classCount | () | method |
public function classCount(c:Class):uint
Returns the amount of Entities of the Class are in the World.
Parameters
c:Class — The Class type to count.
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uint — How many Entities of Class exist in the World.
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classFirst | () | method |
public function classFirst(c:Class):Entity
The first Entity of the Class.
Parameters
c:Class — The Class type to check.
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Entity — The Entity.
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clearRecycled | () | method |
public static function clearRecycled(classType:Class):void
Clears stored recycled Entities of the Class type.
Parameters
classType:Class — The Class type to clear.
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clearRecycledAll | () | method |
public static function clearRecycledAll():void
Clears stored recycled Entities of all Class types.
collideLine | () | method |
public function collideLine(type:String, fromX:int, fromY:int, toX:int, toY:int, precision:uint = 1, p:Point = null):Entity
Returns the first Entity found that collides with the line.
Parameters
type:String — The Entity type to check for.
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fromX:int — Start x of the line.
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fromY:int — Start y of the line.
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toX:int — End x of the line.
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toY:int — End y of the line.
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precision:uint (default = 1 ) — Distance between consecutive tests. Higher values are faster but increase the chance of missing collisions.
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p:Point (default = null ) — If non-null, will have its x and y values set to the point of collision.
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Entity —
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collidePoint | () | method |
public function collidePoint(type:String, pX:Number, pY:Number):Entity
Returns the first Entity found that collides with the position.
Parameters
type:String — The Entity type to check for.
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pX:Number — X position.
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pY:Number — Y position.
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Entity — The collided Entity, or null if none collide.
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collidePointInto | () | method |
public function collidePointInto(type:String, pX:Number, pY:Number, into:Object):void
Populates an array with all Entities that collide with the position. This function does not empty the array, that responsibility is left to the user.
Parameters
type:String — The Entity type to check for.
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pX:Number — X position.
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pY:Number — Y position.
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into:Object — The Array or Vector to populate with collided Entities.
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collideRect | () | method |
public function collideRect(type:String, rX:Number, rY:Number, rWidth:Number, rHeight:Number):Entity
Returns the first Entity that collides with the rectangular area.
Parameters
type:String — The Entity type to check for.
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rX:Number — X position of the rectangle.
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rY:Number — Y position of the rectangle.
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rWidth:Number — Width of the rectangle.
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rHeight:Number — Height of the rectangle.
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Entity — The first Entity to collide, or null if none collide.
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collideRectInto | () | method |
public function collideRectInto(type:String, rX:Number, rY:Number, rWidth:Number, rHeight:Number, into:Object):void
Populates an array with all Entities that collide with the rectangle. This function does not empty the array, that responsibility is left to the user.
Parameters
type:String — The Entity type to check for.
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rX:Number — X position of the rectangle.
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rY:Number — Y position of the rectangle.
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rWidth:Number — Width of the rectangle.
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rHeight:Number — Height of the rectangle.
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into:Object — The Array or Vector to populate with collided Entities.
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create | () | method |
public function create(classType:Class, addToWorld:Boolean = true):Entity
Returns a new Entity, or a stored recycled Entity if one exists.
Parameters
classType:Class — The Class of the Entity you want to add.
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addToWorld:Boolean (default = true ) — Add it to the World immediately.
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Entity — The new Entity object.
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end | () | method |
public function end():void
Override this; called when World is changed, and the active world is no longer this.
focusGained | () | method |
public function focusGained():void
Override this; called when game gains focus.
focusLost | () | method |
public function focusLost():void
Override this; called when game loses focus.
getAll | () | method |
public function getAll(into:Object):void
Pushes all Entities in the World into the array.
Parameters
into:Object — The Array or Vector to populate.
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getClass | () | method |
public function getClass(c:Class, into:Object):void
Pushes all Entities in the World of the Class into the Array or Vector.
Parameters
c:Class — The Class type to check.
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into:Object — The Array or Vector to populate.
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getInstance | () | method |
public function getInstance(name:String):*
Returns the Entity with the instance name, or null if none exists.
Parameters
name:String — Instance name of the Entity.
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* — An Entity in this world.
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getLayer | () | method |
public function getLayer(layer:int, into:Object):void
Pushes all Entities in the World on the layer into the Array or Vector.
Parameters
layer:int — The layer to check.
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into:Object — The Array or Vector to populate.
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getType | () | method |
public function getType(type:String, into:Object):void
Pushes all Entities in the World of the type into the Array or Vector.
Parameters
type:String — The type to check.
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into:Object — The Array or Vector to populate.
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isAtBack | () | method |
public function isAtBack(e:Entity):Boolean
If the Entity as at the back of its layer.
Parameters
e:Entity — The Entity to check.
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Boolean — True or false.
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isAtFront | () | method |
public function isAtFront(e:Entity):Boolean
If the Entity as at the front of its layer.
Parameters
e:Entity — The Entity to check.
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Boolean — True or false.
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layerCount | () | method |
public function layerCount(layer:int):uint
Returns the amount of Entities are on the layer in the World.
Parameters
layer:int — The layer to count Entities on.
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uint — How many Entities are on the layer.
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layerFirst | () | method |
public function layerFirst(layer:int):Entity
The first Entity on the Layer.
Parameters
layer:int — The layer to check.
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Entity — The Entity.
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layerLast | () | method |
public function layerLast(layer:int):Entity
The last Entity on the Layer.
Parameters
layer:int — The layer to check.
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Entity — The Entity.
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nearestToEntity | () | method |
public function nearestToEntity(type:String, e:Entity, useHitboxes:Boolean = false):Entity
Finds the Entity nearest to another.
Parameters
type:String — The Entity type to check for.
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e:Entity — The Entity to find the nearest to.
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useHitboxes:Boolean (default = false ) — If the Entities' hitboxes should be used to determine the distance. If false, their x/y coordinates are used.
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Entity — The nearest Entity to e.
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nearestToPoint | () | method |
public function nearestToPoint(type:String, x:Number, y:Number, useHitboxes:Boolean = false):Entity
Finds the Entity nearest to the position.
Parameters
type:String — The Entity type to check for.
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x:Number — X position.
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y:Number — Y position.
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useHitboxes:Boolean (default = false ) — If the Entities' hitboxes should be used to determine the distance. If false, their x/y coordinates are used.
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Entity — The nearest Entity to the position.
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nearestToRect | () | method |
public function nearestToRect(type:String, x:Number, y:Number, width:Number, height:Number, ignore:Entity = null):Entity
Finds the Entity nearest to the rectangle.
Parameters
type:String — The Entity type to check for.
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x:Number — X position of the rectangle.
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y:Number — Y position of the rectangle.
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width:Number — Width of the rectangle.
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height:Number — Height of the rectangle.
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ignore:Entity (default = null ) — Ignore this entity.
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Entity — The nearest Entity to the rectangle.
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recycle | () | method |
public function recycle(e:Entity):Entity
Removes the Entity from the World at the end of the frame and recycles it. The recycled Entity can then be fetched again by calling the create() function.
Parameters
e:Entity — The Entity to recycle.
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Entity — The recycled Entity.
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remove | () | method |
public function remove(e:Entity):Entity
Removes the Entity from the World at the end of the frame.
Parameters
e:Entity — Entity object you want to remove.
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Entity — The removed Entity object.
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removeAll | () | method |
public function removeAll():void
Removes all Entities from the World at the end of the frame.
removeList | () | method |
public function removeList(... list):void
Removes multiple Entities from the world.
Parameters
... list — Several Entities (as arguments) or an Array/Vector of Entities.
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render | () | method |
public function render():void
Performed by the game loop, renders all contained Entities. If you override this to give your World render code, remember to call super.render() or your Entities will not be rendered.
sendBackward | () | method |
public function sendBackward(e:Entity):Boolean
Shifts the Entity one place towards the back of its contained layer.
Parameters
e:Entity — The Entity to shift.
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Boolean — If the Entity changed position.
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sendToBack | () | method |
public function sendToBack(e:Entity):Boolean
Sends the Entity to the back of its contained layer.
Parameters
e:Entity — The Entity to shift.
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Boolean — If the Entity changed position.
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typeCount | () | method |
public function typeCount(type:String):uint
Returns the amount of Entities of the type are in the World.
Parameters
type:String — The type (or Class type) to count.
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uint — How many Entities of type exist in the World.
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typeFirst | () | method |
public function typeFirst(type:String):Entity
The first Entity of the type.
Parameters
type:String — The type to check.
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Entity — The Entity.
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update | () | method |
override public function update():void
Performed by the game loop, updates all contained Entities. If you override this to give your World update code, remember to call super.update() or your Entities will not be updated.
updateLists | () | method |
public function updateLists(shouldAdd:Boolean = true):void
Updates the add/remove lists at the end of the frame.
Parameters
shouldAdd:Boolean (default = true ) — If false, entities will not be added
to the world, only removed.
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