fx.camera.Flash Class
Flash the screen with a color. This will cover the screen in a color then fade it out.
Constructor
fx.camera.Flash
()
Item Index
Methods
Properties
Methods
_complete
()
private
Called when the effect finishes to call the registered callback (if there is one).
If the callback explicitly returns false
then .stop()
will not be called. done
will still be set to true
but the effect will not be removed from the display.
This is useful if you want to run an animation and keep the final state active until
you manually remove the item with .stop()
. For example: fading to black then running
some async process, then removing the black manually.
addChildAt
-
child
-
index
Adds a child to the object at a specified index. If the index is out of bounds an error will be thrown
destroy
()
Destroys this object.
destroyAllChildren
()
Container
chainable
Destroys all the children of the object.
Returns:
Returns itself.
disablePhysics
()
Mixed
chainable
async
Disbales physics for this sprite
Returns:
Returns itself.
emit
-
type
-
data
Emits an event which will run all registered listeners for the event type
Parameters:
-
type
StringThe event name to emit
-
data
MixedAny data you want passed along with the event
Returns:
Returns itself.
enablePhysics
-
system
Enables physics for this sprite
Parameters:
-
system
PhysicsSystemThe system for the sprite to be in
Returns:
Returns itself.
hide
()
Container
chainable
Sets the container to visible = false
Returns:
Returns itself.
off
-
type
-
listener
Removes a listener function for an event type
Parameters:
-
type
StringThe event name to emit
-
listener
FunctionThe function to remove
Returns:
Returns itself.
on
-
type
-
listener
Registers a listener function to be run on an event occurance
Parameters:
-
type
StringThe event name to listen for
-
listener
FunctionThe function to execute when the event happens
Returns:
Returns itself.
once
-
type
-
listener
Registers a one-time callback for an event
Parameters:
-
type
StringThe event name to listen for
-
listener
Functionthe callback to call when the event occurs
Returns:
Returns itself.
onCollide
-
obj
-
collision
Called whenever a collision occurs
Parameters:
Returns:
If you return false
explicitly the engine will not
solve the collision. In this way you can make thing "not collide" if
you don't want their types to collide.
removeAllChildren
()
Container
chainable
Removes all children from the object.
Returns:
Returns itself.
setMass
-
mass
Sets the mass of this sprite
Parameters:
-
mass
NumberThe new mass of the object
Returns:
Returns itself.
setPosition
-
x
-
y
Sets the position of this sprite
Parameters:
-
x
Number -
y
Number
Returns:
Returns itself.
setRotation
-
rotation
Sets the rotation of this sprite
Parameters:
-
rotation
NumberThe new rotation of the object in radians
Returns:
Returns itself.
setVelocity
-
velocity
Sets the velocity of this sprite
Parameters:
-
velocity
VectorThe new velocity of the object
Returns:
Returns itself.
show
()
Container
chainable
Sets the container to visible = true
Returns:
Returns itself.
start
-
[color=0xFFFFFF]
-
[duration=1000]
-
[alpha=1]
-
[callback]
Starts running the effect
Parameters:
-
[color=0xFFFFFF]
Number optionalThe color to flash the screen with
-
[duration=1000]
Number optionalThe time it should take (in milliseconds) to fade out
-
[alpha=1]
Number optionalThe opacity of the initial flash of color (start opacity)
-
[callback]
Function optionalA callback to call once the animation completes.
Returns:
Returns itself.
stop
()
fx.camera.Flash
chainable
Stops running the effect, and removes it from display
Returns:
Returns itself.
update
()
fx.camera.Flash
private
chainable
Called internally by the camera each frame to update the effect
Returns:
Returns itself.
Properties
_phys
Object
private
The physics namespace that all physics properties go into. Those properties are:
- system {PhysicsSystem} PhysicsSystem that this object is a part of.
- active {Boolean} Whether or not this target is actively having physics simulated.
Default: {}
alpha
Number
The opacity of the object.
children
Array
[read-only] The of children of this object.
done
Boolean
Whether or not the effect has completed, and is no longer runnning.
Default: false
hitArea
Rectangle | Polygon | Circle | Ellipse
This is the defined area that will pick up mouse / touch events. It is null by default. Setting it is a neat way of optimising the hitTest function that the interactionManager will use (as it will not need to hit test all the children)
inertia
Number
The moment of inertia of this object, only set this before enabling physics (has no effect after enabling)
Default: 0
interactive
Boolean
Wether or not the object will handle mouse events
Default: false
mass
Number
The mass of this object, please use setMass to set this value
Default: 0
parent
DisplayObject
[read-only] The display object that contains this display object.
position
Point
The coordinate of the object relative to the local coordinates of the parent.
rotation
Number
The rotation of the object in radians.
scale
Point
The scale factor of the object.
stage
Stage
[read-only] The stage the display object is connected to, or undefined if it is not connected to the stage.
visible
Boolean
The visibility of the object.
Events
click
A callback that is used when the users clicks on the displayObject with their mouse
Event Payload:
-
interactionData
InteractionData
collision
On Collision Event called when this sprite collides into another, or is being collided into by another. By default if something collides with a collectable sprite we destroy the collectable and if we collide with a solid tile we kill our velocity. This method will emit a 'collision' event that you can listen for
mousedown
A callback that is used when the user clicks the mouse down over the displayObject
Event Payload:
-
interactionData
InteractionData
mousemove
A callback that is used when the user moves the mouse while over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseout
A callback that is used when the users mouse leaves the displayObject
Event Payload:
-
interactionData
InteractionData
mouseover
A callback that is used when the users mouse rolls over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseup
A callback that is used when the user releases the mouse that was over the displayObject for this callback to be fired the mouse must have been pressed down over the displayObject
Event Payload:
-
interactionData
InteractionData
mouseupoutside
A callback that is used when the user releases the mouse that was over the displayObject but is no longer over the displayObject for this callback to be fired, The touch must have started over the displayObject
Event Payload:
-
interactionData
InteractionData
separate
On Seperate Event called when this sprite collides into another, or is being collided into by another. By default if something collides with a collectable sprite we destroy the collectable and if we collide with a solid tile we kill our velocity. This method will emit a 'collision' event that you can listen for
Event Payload:
-
obj
SpriteColliding sprite
-
colShape
cp.ShapeThe colliding physics shape
-
myShape
cp.ShapeYour physics shape that caused the collision
tap
A callback that is used when the users taps on the displayObject with their finger basically a touch version of click
Event Payload:
-
interactionData
InteractionData
touchend
A callback that is used when the user releases a touch over the displayObject
Event Payload:
-
interactionData
InteractionData
touchendoutside
A callback that is used when the user releases the touch that was over the displayObject for this callback to be fired, The touch must have started over the displayObject
Event Payload:
-
interactionData
InteractionData
touchstart
A callback that is used when the user touch's over the displayObject
Event Payload:
-
interactionData
InteractionData