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C — Property, class org.rapidphysics.input.Keyboard
CAPSLOCK — Property, class org.rapidphysics.input.Keyboard
center — Property, class org.rapidphysics.RapidObject
Relative to (x,y)
circles — Property, class org.rapidphysics.islands.PointCircleIsland
clamp(value:Number, min:Number, max:Number) — Static Method , class org.rapidphysics.RapidU
Given a value passed in, returns a Number between min and max (inclusive)
clampUInt(value:uint, min:uint, max:uint) — Static Method , class org.rapidphysics.RapidU
clear() — method, class org.rapidphysics.system.RapidHeap
collectCollisions(frameTime:Number) — method, class org.rapidphysics.islands.Island
Override this method with your collision detection code
collectCollisions(frameTime:Number) — method, class org.rapidphysics.islands.PointCircleIsland
collectCollisions(frameTime:Number) — method, class org.rapidphysics.islands.PointLineIsland
This is an implementation of collectCollisions for points and lines NOTE WELL: This implementation collides every point with every line, but it does NOT collide points with each other, or lines with each other
collectCollisionsCount — Property, class org.rapidphysics.islands.Island
collectCollisionsMax — Property, class org.rapidphysics.islands.Island
A mechanism to prevent infinite loops.
Collision — class, package org.rapidphysics
Stores information about collisions that occur in the simulation.
Collision() — Constructor, class org.rapidphysics.Collision
collisions — Property, class org.rapidphysics.islands.Island
A collection of collisions sorted by time (very fast)
collisionsResolvedThisFrame — Property, class org.rapidphysics.islands.Island
COMMA — Property, class org.rapidphysics.input.Keyboard
CONTROL — Property, class org.rapidphysics.input.Keyboard
create() — method, class org.rapidphysics.RapidWorld
Override this function with your initilization code
create() — method, class worlds.SuperPong
create() — method, class worlds.TestCircles
create() — method, class worlds.TestLineCircle
create() — method, class worlds.TestMovingPoint
The create function is where all of your initialization code should go (like Flixel).
create() — method, class worlds.TestMovingPointWithCircles
create() — method, class worlds.TestWorld
create() — method, class worlds.TitleScreen
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