Package | com.fileitup.fisixengine.resources |
Class | public class Bullet |
Inheritance | Bullet ![]() ![]() ![]() ![]() |
See also
Method | Defined by | ||
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Bullet(x:Number, y:Number, radius:Number = 1, autoRemove:Boolean = true)
| Bullet | ||
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aabbIntersection(obj:CollisionObject):Boolean
Returns whether or not this object's AABB is intersecting with the given object's AABB
| CollisionObject | |
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addVelocity(vel:Vector):void
Allows you to explicitly increase/decrease the velocity of the object.
| Particle | |
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applyForce(f:Vector, checkAA:Boolean = true):void
Applies a uniform force, moving the entire object.
| Particle | |
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Applies a force at the given point on the rim of the circle
Unlike applyForce(), this method applies only the force perpendicular to the collision normal, which yields more accurate looking results.
| CircleParticle | |
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clone():Object
| Particle | |
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dispose():void
| Particle | |
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distanceSquaredTo(d:Particle):Number
Calculates the distance squared to another Particle.
| Particle | |
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distanceTo(d:Particle):Number
Calculates the distance to another Particle
| Particle | |
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fireAfterCollision():void
| CollisionObject | |
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fireOnCollision():void
| CollisionObject | |
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fix(f:Boolean = true):void
Another way of setting the value 'fixed'.
| CollisionObject | |
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getDetectionMode():int
| CollisionObject | |
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getMaterial():String
The name of the current material applied to the object
| CollisionObject | |
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getNormalAngleAt(p:Vector):Number
| CollisionObject | |
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Gets the tangent to the circle at the given global position
| CircleParticle | |
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getReactionMode():int
| CollisionObject | |
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integrate(dt:Number = 1):void
Integrates the object.
| Particle | |
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isStatic():Boolean
Returns a value indicating whether or not this object was made static.
| CollisionObject | |
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makeStatic():void
Makes the object static.
| CollisionObject | |
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move(mX:Number, mY:Number):void
Similar to thrust, but does not change the object's velocity
| Particle | |
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moveTo(mX:Number, mY:Number, ease:Number = 1):void
| Particle | |
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onInit():void
Overriden from parent, should not be called.
| Projectile | |
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pointForce(point:Vector, force:Number):void
| Particle | |
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render(g:Graphics):void
Renders a primitive shape of the object to the given Graphics object.
| CircleParticle | |
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renderBoundingBox(g:Graphics):void
Renders a rectangle representing the bounding box to the graphics object
| CollisionObject | |
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rotationalForce(deg:Number, center:Vector):void
Applies a force vector derived from the given angle value
| Particle | |
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rotationalThrust(deg:Number, center:Vector):void
Thrusts the object with a vector derived from the given angle value
| Particle | |
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setDetectionMode(m:int):void
Sets the collision detection mode to be used by the object
| CircleParticle | |
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setMaterial(mName:String):void
Sets the material of the object
This modifies the object's 'friction', 'bounce', 'color' and 'traction' properties.
| CollisionObject | |
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setPosition(tX:Number, tY:Number):void
Sets the position of the object in the given global position and resets it's acceleration and velocity.
| Particle | |
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setRadius(r:Number):void
| CircleParticle | |
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setReactionMode(m:int):void
Sets the collision reaction mode to be used by the object
| CollisionObject | |
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setVelocity(vel:Vector, checkAA:Boolean = true):void
Allows you to explicitly set the velocity of the object.
| Particle | |
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Shoots the projectile with the given force vector.
| Projectile | |
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shootAngle(deg:Number, speed:Number):void
Shoots the projectile at the given angle with the given speed.
| Projectile | |
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solveBoundsCollisions(w:BoundingBox):void
Used to keep the object within the given rectangular boundaries.
| CircleParticle | |
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solveReactions():void
| Particle | |
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thrust(tX:Number, tY:Number, checkAA:Boolean = true):void
Moves the object uniformly with the given x,y values and adds the values to its velocity.
| Particle | |
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thrustPoint(tX:Number, tY:Number, p:Vector):void
Similar to applyForcePoint, but affects the object's position rather than its acceleration.
| CircleParticle | |
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thrustTo(tX:Number, tY:Number, ease:Number = 1):void
Thrusts the object to the given position in global space
| Particle | |
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thrustVector(v:Vector):void
Same as thrust() but takes in a vector instead of an x and y value
| Particle | |
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unload():void
Removes the object from the engine and disposes of it.
| CollisionObject | |
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updateBoundingBox():void
Updates the bounding box of the object.
| CircleParticle |
Bullet | () | constructor |
public function Bullet(x:Number, y:Number, radius:Number = 1, autoRemove:Boolean = true)
Parameters
x:Number |
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y:Number |
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radius:Number (default = 1 )
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autoRemove:Boolean (default = true )
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