Package | org.rapidphysics.shapes |
Class | public class RapidPoint |
Inheritance | RapidPoint ![]() ![]() ![]() |
Property | Defined By | ||
---|---|---|---|
![]() | acceleration : Point
Mess with this in your update loop
| RapidObject | |
![]() | active : Boolean | RapidBasic | |
![]() | center : Point
Relative to (x,y)
| RapidObject | |
drawSize : Number | RapidPoint | ||
![]() | exists : Boolean | RapidBasic | |
![]() | fillColor : uint | RapidObject | |
![]() | fixed : Boolean = false
Set to true to prevent this object from moving
| RapidObject | |
![]() | height : Number
Depending on the shape, height can totally be negative!
| RapidObject | |
![]() | lineColor : uint
0xRRGGBB
| RapidObject | |
![]() | maxVelocity : Point | RapidObject | |
![]() | nextPosition : Point | RapidObject | |
![]() | nextVelocity : Point | RapidObject | |
![]() | nextX : Number | RapidObject | |
![]() | nextY : Number | RapidObject | |
![]() | position : Point | RapidObject | |
![]() | predictMotionFunction : Function
I wrote some code to allow dynamic changes between Euler integration and Verlet integration. | RapidObject | |
![]() | prevX : Number | RapidObject | |
![]() | prevY : Number | RapidObject | |
![]() | radians : Number | RapidObject | |
![]() | shape : Shape | RapidObject | |
![]() | thickness : Number = 1 | RapidObject | |
![]() | velocity : Point
Mess with this in your update loop
| RapidObject | |
![]() | visible : Boolean | RapidBasic | |
![]() | width : Number
Depending on the shape, width can totally be negative!
| RapidObject | |
![]() | x : Number | RapidObject | |
![]() | y : Number | RapidObject |
Method | Defined By | ||
---|---|---|---|
RapidPoint(X:Number = 0, Y:Number = 0, DrawSize:Number = 1.0) | RapidPoint | ||
![]() | debugDraw():void [override] | RapidObject | |
![]() | destroy():void [override] | RapidObject | |
draw():void [override] | RapidPoint | ||
![]() | postUpdate():void [override]
Predicts where this object will be by the next preUpdate()
Provides enough information to draw physics information, and resolve collisions
| RapidObject | |
![]() | preDraw():void [override] | RapidObject | |
![]() | preUpdate():void [override]
Occurs right after collision resolution
Set x to nextX, etc etc
| RapidObject | |
![]() | reset(X:Number, Y:Number):void | RapidObject | |
![]() | setIntegrationMethod(method:Number):void
takes RapidG.INTEGRATION_EULER, etc. | RapidObject | |
![]() | update():void [override]
Add your game's update logic here
| RapidObject |
drawSize | property |
public var drawSize:Number
RapidPoint | () | Constructor |
public function RapidPoint(X:Number = 0, Y:Number = 0, DrawSize:Number = 1.0)
X:Number (default = 0 )
| |
Y:Number (default = 0 )
| |
DrawSize:Number (default = 1.0 )
|
draw | () | method |
override public function draw():void