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  • com.fileitup.fisixengine.utils.ArrayUtils
    class ArrayUtils Provides static methods for array manipulation Public Methods Method Defined by popItem arr Array obj Object Object static ArrayUtils Method detail popItem method public static function popItem arr Array obj Object Object Parameters arr Array obj Object Returns

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/utils/ArrayUtils.html (2016-02-08)
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  • com.fileitup.fisixengine.utils.BoundingBox
    BoundingBox minY Number Upper bound of the box BoundingBox Public Methods Method Defined by BoundingBox x1 Number y1 Number x2 Number y2 Number BoundingBox toString String BoundingBox Property detail maxX property public var maxX Number Right bound of the box maxY property public var maxY Number Bottom bound of the box minX property public var minX Number Left bound of the box minY property public var minY Number Upper bound

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/utils/BoundingBox.html (2016-02-08)
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  • com.fileitup.fisixengine.resources.Bullet
    with an object Projectile traction Number 1 The object s traction CollisionObject type String A string representing the type of object you are dealing with CollisionObject velocity Vector Particle Protected Properties Hide Inherited Protected Properties Show Inherited Protected Properties Property Defined by detectionMode int 0 CollisionObject maxVel Number Particle mFixed Boolean false CollisionObject mMass Number 1 Particle mMaterial String CollisionObject mStatic Boolean false CollisionObject myType String CollisionObject reactionMode int 0 CollisionObject useRaycasting Boolean false CollisionObject Public Methods Hide Inherited Public Methods Show Inherited Public Methods Method Defined by Bullet x Number y Number radius Number 1 autoRemove Boolean true Bullet aabbIntersection obj CollisionObject Boolean Returns whether or not this object s AABB is intersecting with the given object s AABB CollisionObject addVelocity vel Vector void Allows you to explicitly increase decrease the velocity of the object Particle applyForce f Vector checkAA Boolean true void Applies a uniform force moving the entire object Particle applyForcePoint force Vector p Vector void 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 clone Object Particle dispose void Particle distanceSquaredTo d Particle Number Calculates the distance squared to another Particle Particle distanceTo d Particle Number Calculates the distance to another Particle Particle fireAfterCollision void CollisionObject fireOnCollision void CollisionObject fix f Boolean true void Another way of setting the value fixed CollisionObject getDetectionMode int CollisionObject getMaterial String The name of the current material applied to the object CollisionObject getNormalAngleAt p Vector Number CollisionObject getNormalAt p Vector dirVector Vector null Vector Gets the tangent to the circle at the given global position CircleParticle getReactionMode int CollisionObject integrate dt Number 1 void Integrates the object Particle isStatic Boolean Returns a value indicating whether or not this object was made static CollisionObject makeStatic void Makes the object static CollisionObject move mX Number mY Number void Similar to thrust but does not change the object s velocity Particle moveTo mX Number mY Number ease Number 1 void Particle onInit void Overriden from parent should not be called Projectile pointForce point Vector force Number void Particle render g Graphics void Renders a primitive shape of the object to the given Graphics object CircleParticle renderBoundingBox g Graphics void Renders a rectangle representing the bounding box to the graphics object CollisionObject rotationalForce deg Number center Vector void Applies a force vector derived from the given angle value Particle rotationalThrust deg Number center Vector void Thrusts the object with a vector derived from the given angle value Particle setDetectionMode m int void Sets the collision detection mode to be used by the object CircleParticle setMaterial mName String void Sets the material of the object This modifies the object s friction bounce color and traction properties CollisionObject 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 setRadius r Number void CircleParticle setReactionMode m int void

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/resources/Bullet.html (2016-02-08)
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  • com.fileitup.fisixengine.containers.CircleContainer
    the container s movement FisixContainer objects FisixObject A FisixObject which holds all the objects within the container FisixContainer parent FisixObject The FisixObject to which the Container belongs FisixContainer Protected Properties Property Defined by object CircleParticle CircleContainer Public Methods Hide Inherited Public Methods Show Inherited Public Methods Method Defined by CircleContainer x Number y Number radius Number innerDyn Boolean true Similar to the constructor of a CircleParticle but creates a container CircleContainer dispose void Cleans the object so that it may be picked up by the garbage collector FisixContainer integrate dt Number 1 void Integrates all the objects within the container FisixContainer render g Graphics void Renders all the objects within the container to the given Graphics object FisixContainer solveContainment noDynamics Boolean false void Solves collisions between the inner objects and the container CircleContainer unload void Removes the container from the FisixObject it belongs to and disposes of it FisixContainer Property detail object property protected var object CircleParticle Constructor detail CircleContainer constructor public function CircleContainer x Number y Number radius Number innerDyn Boolean true Similar to the constructor of a CircleParticle but creates a container Parameters x Number Global x position of the CircleParticle y Number Global y position of the

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/containers/CircleContainer.html (2016-02-08)
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  • com.fileitup.fisixengine.particles.CircleParticle
    d Particle Number Calculates the distance squared to another Particle Particle distanceTo d Particle Number Calculates the distance to another Particle Particle fireAfterCollision void CollisionObject fireOnCollision void CollisionObject fix f Boolean true void Another way of setting the value fixed CollisionObject getDetectionMode int CollisionObject getMaterial String The name of the current material applied to the object CollisionObject getNormalAngleAt p Vector Number CollisionObject getNormalAt p Vector dirVector Vector null Vector Gets the tangent to the circle at the given global position CircleParticle getReactionMode int CollisionObject integrate dt Number 1 void Integrates the object Particle isStatic Boolean Returns a value indicating whether or not this object was made static CollisionObject makeStatic void Makes the object static CollisionObject move mX Number mY Number void Similar to thrust but does not change the object s velocity Particle moveTo mX Number mY Number ease Number 1 void Particle onInit void Called after the object is initiated by a FisixObject to which it was added CollisionObject pointForce point Vector force Number void Particle render g Graphics void Renders a primitive shape of the object to the given Graphics object CircleParticle renderBoundingBox g Graphics void Renders a rectangle representing the bounding box to the graphics object CollisionObject rotationalForce deg Number center Vector void Applies a force vector derived from the given angle value Particle rotationalThrust deg Number center Vector void Thrusts the object with a vector derived from the given angle value Particle setDetectionMode m int void Sets the collision detection mode to be used by the object CircleParticle setMaterial mName String void Sets the material of the object This modifies the object s friction bounce color and traction properties CollisionObject 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 setRadius r Number void CircleParticle setReactionMode m int void Sets the collision reaction mode to be used by the object CollisionObject setVelocity vel Vector checkAA Boolean true void Allows you to explicitly set the velocity of the object Particle solveBoundsCollisions w BoundingBox void Used to keep the object within the given rectangular boundaries CircleParticle solveReactions void Particle 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 thrustPoint tX Number tY Number p Vector void Similar to applyForcePoint but affects the object s position rather than its acceleration CircleParticle thrustTo tX Number tY Number ease Number 1 void Thrusts the object to the given position in global space Particle thrustVector v Vector void Same as thrust but takes in a vector instead of an x and y value Particle unload void Removes the object from the engine and disposes of it CollisionObject updateBoundingBox void Updates the bounding box of the object CircleParticle Protected Methods Hide Inherited Protected Methods Show Inherited Protected Methods Method Defined by afterCollision data CollisionData void Override this function to perform an action after a collision is resolved CollisionObject afterIntegrate dt

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/particles/CircleParticle.html (2016-02-08)
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  • com.fileitup.fisixengine.resources.CircleParticleConveyor
    with CollisionObject velocity Vector Particle Protected Properties Hide Inherited Protected Properties Show Inherited Protected Properties Property Defined by detectionMode int 0 CollisionObject maxVel Number Particle mFixed Boolean false CollisionObject mMass Number 1 Particle mMaterial String CollisionObject mStatic Boolean false CollisionObject myType String CollisionObject reactionMode int 0 CollisionObject useRaycasting Boolean false CollisionObject Public Methods Hide Inherited Public Methods Show Inherited Public Methods Method Defined by CircleParticleConveyor x Number y Number rad Number convSpeed Number CircleParticleConveyor aabbIntersection obj CollisionObject Boolean Returns whether or not this object s AABB is intersecting with the given object s AABB CollisionObject addVelocity vel Vector void Allows you to explicitly increase decrease the velocity of the object Particle applyForce f Vector checkAA Boolean true void Applies a uniform force moving the entire object Particle applyForcePoint force Vector p Vector void 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 clone Object Particle dispose void Particle distanceSquaredTo d Particle Number Calculates the distance squared to another Particle Particle distanceTo d Particle Number Calculates the distance to another Particle Particle fireAfterCollision void CollisionObject fireOnCollision void CollisionObject fix f Boolean true void Another way of setting the value fixed CollisionObject getAngularSpeed Number CircleParticleConveyor getDetectionMode int CollisionObject getMaterial String The name of the current material applied to the object CollisionObject getNormalAngleAt p Vector Number CollisionObject getNormalAt p Vector dirVector Vector null Vector Gets the tangent to the circle at the given global position CircleParticle getReactionMode int CollisionObject integrate dt Number 1 void Integrates the object Particle isStatic Boolean Returns a value indicating whether or not this object was made static CollisionObject makeStatic void Makes the object static CollisionObject move mX Number mY Number void Similar to thrust but does not change the object s velocity Particle moveTo mX Number mY Number ease Number 1 void Particle onInit void Called after the object is initiated by a FisixObject to which it was added CollisionObject pointForce point Vector force Number void Particle render g Graphics void Renders a primitive shape of the object to the given Graphics object CircleParticle renderBoundingBox g Graphics void Renders a rectangle representing the bounding box to the graphics object CollisionObject rotationalForce deg Number center Vector void Applies a force vector derived from the given angle value Particle rotationalThrust deg Number center Vector void Thrusts the object with a vector derived from the given angle value Particle setDetectionMode m int void Sets the collision detection mode to be used by the object CircleParticle setMaterial mName String void Sets the material of the object This modifies the object s friction bounce color and traction properties CollisionObject 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 setRadius r Number void CircleParticle setReactionMode m int void Sets the collision reaction mode to be used by the object CollisionObject setVelocity vel Vector checkAA

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/resources/CircleParticleConveyor.html (2016-02-08)
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  • com.fileitup.fisixengine.collisions.CollisionData
    Defined by CollisionData CollisionData dispose void inheritDoc CollisionData setInfo obj CollisionObject n Vector pen Number void Quickly set the properties of the collision data CollisionData Property detail normal property public var normal Vector A vector representing the collision s normal direction object property public var object CollisionObject The object with which a collision occured penetration property public var penetration Number The amount of penetration in pixels which occured during the

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/collisions/CollisionData.html (2016-02-08)
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  • com.fileitup.fisixengine.core.CollisionObject
    setMaterial collidable property public var collidable Boolean true Tells the engine whether or not to check collisions against this object You may set this value at any time during the sumulation to turn collision detection on off for this object color property public var color int 1 The object s rendering color changing this value overrides the value set by setMaterial See also setMaterial detectionMode property protected var detectionMode int 0 dynamicObjectCollisions property public var dynamicObjectCollisions Boolean false fixed property fixed Boolean read write A fixed CollisionObject is never influenced by collisions You may change this value at any time Implementation public function get fixed Boolean public function set fixed value Boolean void friction property public var friction Number 0 The object s coefficient of friction changing this value overrides the value set by setMaterial See also setMaterial inheritAttributesOnAdd property public var inheritAttributesOnAdd Boolean true lastCollision property public var lastCollision CollisionData An internal object which stores the information of the object s last collision magnetic property public var magnetic Boolean true If true the object is affected by magnets mFixed property protected var mFixed Boolean false minX property public var minX Number Hold the dimensions of the object s bounding box These values should not be set manually mMaterial property protected var mMaterial String mStatic property protected var mStatic Boolean false myType property protected var myType String name property public var name String parent property public var parent FisixObject The parent of the object this value is automatically set when an object is added to a FisixObject so refrain from changing it manually See also FisixObject addObject raycast property raycast Boolean read only An internal property used by the engine Implementation public function get raycast Boolean reactionMode property protected var reactionMode int 0 traction property public var traction Number 1 The object s traction changing this value overrides the value set by setMaterial See also setMaterial type property type String read only A string representing the type of object you are dealing with Implementation public function get type String useRaycasting property protected var useRaycasting Boolean false Constructor detail CollisionObject constructor public function CollisionObject There is no reason to make an instance of this object it cannot be added to the engine Method detail aabbIntersection method public function aabbIntersection obj CollisionObject Boolean Returns whether or not this object s AABB is intersecting with the given object s AABB Parameters obj CollisionObject Returns Boolean afterCollision method protected function afterCollision data CollisionData void Override this function to perform an action after a collision is resolved Parameters data CollisionData See also afterCollision afterUnload method protected function afterUnload void Override this method to perform actions after the object has been unloaded This method is called after the object has been removed from the engine and disposed applyForce method public function applyForce f Vector checkAA Boolean true void Applies a uniform force moving the entire object Use this method to simulate simple collision impact For more physically accurate results use applyForcePoint Parameters f Vector checkAA Boolean

    Original URL path: http://www.fisixengine.com/api/com/fileitup/fisixengine/core/CollisionObject.html (2016-02-08)
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