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Vortex2Oblivion committed Dec 10, 2024
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4 changes: 2 additions & 2 deletions flixel/FlxCamera.html

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4 changes: 2 additions & 2 deletions flixel/addons/display/FlxShaderMaskCamera.html

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4 changes: 2 additions & 2 deletions flixel/addons/display/FlxZoomCamera.html

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2 changes: 1 addition & 1 deletion flixel/addons/plugin/control/FlxControlHandler.html
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Gravity is given in pixels per second and is applied as acceleration. The speed the sprite reaches under gravity will never exceed the Maximum Movement Speeds set.
If you don't want gravity for a specific direction pass a value of zero.</p><p class="javadoc">Parameters:</p><table class="table table-bordered params"><tr><th style="width:25%;"><code>forceX</code></th><td><p>A positive value applies gravity dragging the sprite to the right. A negative value drags the sprite to the left. Zero disables horizontal gravity.</p></td></tr><tr><th style="width:25%;"><code>forceY</code></th><td><p>A positive value applies gravity dragging the sprite down. A negative value drags the sprite up. Zero disables vertical gravity.</p></td></tr></table></div></div><div class="field "><a name="setHJKLControl"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value({ allowRight : true, allowLeft : true, allowDown : true, allowUp : true })</span><a href="#setHJKLControl"><span class="identifier">setHJKLControl</span></a>(<span style="white-space:nowrap">allowUp:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true,</span> <span style="white-space:nowrap">allowDown:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true,</span> <span style="white-space:nowrap">allowLeft:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true,</span> <span style="white-space:nowrap">allowRight:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true</span>):<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a></code></h3><div class="doc"><p>Enables HJKL (Rogue / Net-Hack) controls. Can be set on a per-key basis. Useful if you only want to allow a few keys.
For example in a Space Invaders game you'd only enable LEFT and RIGHT.</p><p class="javadoc">Parameters:</p><table class="table table-bordered params"><tr><th style="width:25%;"><code>allowUp</code></th><td><p>Enable the up (K) key</p></td></tr><tr><th style="width:25%;"><code>allowDown</code></th><td><p>Enable the down (J) key</p></td></tr><tr><th style="width:25%;"><code>allowLeft</code></th><td><p>Enable the left (H) key</p></td></tr><tr><th style="width:25%;"><code>allowRight</code></th><td><p>Enable the right (L) key</p></td></tr></table></div></div><div class="field "><a name="setIJKLControl"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value({ allowRight : true, allowLeft : true, allowDown : true, allowUp : true })</span><a href="#setIJKLControl"><span class="identifier">setIJKLControl</span></a>(<span style="white-space:nowrap">allowUp:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true,</span> <span style="white-space:nowrap">allowDown:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true,</span> <span style="white-space:nowrap">allowLeft:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true,</span> <span style="white-space:nowrap">allowRight:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true</span>):<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a></code></h3><div class="doc"><p>Enables IJKL (right-sided or secondary player) controls. Can be set on a per-key basis. Useful if you only want to allow a few keys.
For example in a Space Invaders game you'd only enable LEFT and RIGHT.</p><p class="javadoc">Parameters:</p><table class="table table-bordered params"><tr><th style="width:25%;"><code>allowUp</code></th><td><p>Enable the up (I) key</p></td></tr><tr><th style="width:25%;"><code>allowDown</code></th><td><p>Enable the down (K) key</p></td></tr><tr><th style="width:25%;"><code>allowLeft</code></th><td><p>Enable the left (J) key</p></td></tr><tr><th style="width:25%;"><code>allowRight</code></th><td><p>Enable the right (L) key</p></td></tr></table></div></div><div class="field "><a name="setJumpButton"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value({ altKey : &quot;&quot;, jumpFromFall : 0, repeatDelay : 250 })</span><a href="#setJumpButton"><span class="identifier">setJumpButton</span></a>(<span style="white-space:nowrap">key:<a class="type" title="String - The basic String class." href="../../../../String.html">String</a>,</span> <span style="white-space:nowrap">keymode:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a>,</span> <span style="white-space:nowrap">height:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a>,</span> <span style="white-space:nowrap">surface:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a>,</span> <span style="white-space:nowrap">repeatDelay:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a> = 250,</span> <span style="white-space:nowrap">jumpFromFall:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a> = 0,</span> <span style="white-space:nowrap">?callback:()&nbsp;&#8209;&gt;&nbsp;<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a>,</span> <span style="white-space:nowrap">altKey:<a class="type" title="String - The basic String class." href="../../../../String.html">String</a> = &quot;&quot;</span>):<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a></code></h3><div class="doc"><p>Enable a jump button</p><p class="javadoc">Parameters:</p><table class="table table-bordered params"><tr><th style="width:25%;"><code>key</code></th><td><p>The key to use as the jump button (String from flixel.system.input.Keyboard, i.e. "SPACE", "CONTROL")</p></td></tr><tr><th style="width:25%;"><code>keymode</code></th><td><p>The FlxControlHandler KEYMODE value (KEYMODE_PRESSED, KEYMODE_JUST_DOWN, KEYMODE_RELEASED)</p></td></tr><tr><th style="width:25%;"><code>height</code></th><td><p>The height in pixels/sec that the Sprite will attempt to jump (gravity and acceleration can influence this actual height obtained)</p></td></tr><tr><th style="width:25%;"><code>surface</code></th><td><p>A bitwise combination of all valid surfaces the Sprite can jump off (such as FLOOR)</p></td></tr><tr><th style="width:25%;"><code>repeatDelay</code></th><td><p>Time delay in ms between which the jumping can repeat (250 would be 4 times per second)</p></td></tr><tr><th style="width:25%;"><code>jumpFromFall</code></th><td><p>A time in ms that allows the Sprite to still jump even if it's just fallen off a platform, if still within ths time limit</p></td></tr><tr><th style="width:25%;"><code>callback</code></th><td><p>A user defined function to call when the Sprite jumps</p></td></tr><tr><th style="width:25%;"><code>altKey</code></th><td><p>Specify an alternative jump key that works AS WELL AS the primary jump key (TODO)</p></td></tr></table></div></div><div class="field "><a name="setMaximumRotationSpeed"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value({ limitVelocity : true })</span><a href="#setMaximumRotationSpeed"><span class="identifier">setMaximumRotationSpeed</span></a>(<span style="white-space:nowrap">speed:<a class="type" title="Float - The standard Float type, this is a double-precision IEEE 64bit float." href="../../../../Float.html">Float</a>,</span> <span style="white-space:nowrap">limitVelocity:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true</span>):<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a></code></h3><div class="doc"><p>Sets the maximum speed (in pixels per second) that the FlxSprite can rotate.
For example in a Space Invaders game you'd only enable LEFT and RIGHT.</p><p class="javadoc">Parameters:</p><table class="table table-bordered params"><tr><th style="width:25%;"><code>allowUp</code></th><td><p>Enable the up (I) key</p></td></tr><tr><th style="width:25%;"><code>allowDown</code></th><td><p>Enable the down (K) key</p></td></tr><tr><th style="width:25%;"><code>allowLeft</code></th><td><p>Enable the left (J) key</p></td></tr><tr><th style="width:25%;"><code>allowRight</code></th><td><p>Enable the right (L) key</p></td></tr></table></div></div><div class="field "><a name="setJumpButton"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value({ altKey : &quot;&quot;, jumpFromFall : 0, repeatDelay : 250 })</span><a href="#setJumpButton"><span class="identifier">setJumpButton</span></a>(<span style="white-space:nowrap">key:<a class="type" title="String - The basic String class." href="../../../../String.html">String</a>,</span> <span style="white-space:nowrap">keymode:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a>,</span> <span style="white-space:nowrap">height:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a>,</span> <span style="white-space:nowrap">surface:<a class="type" title="flixel.util.FlxDirectionFlags - Uses bit flags to create a list of orthogonal directions." href="../../../../flixel/util/FlxDirectionFlags.html">FlxDirectionFlags</a>,</span> <span style="white-space:nowrap">repeatDelay:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a> = 250,</span> <span style="white-space:nowrap">jumpFromFall:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a> = 0,</span> <span style="white-space:nowrap">?callback:()&nbsp;&#8209;&gt;&nbsp;<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a>,</span> <span style="white-space:nowrap">altKey:<a class="type" title="String - The basic String class." href="../../../../String.html">String</a> = &quot;&quot;</span>):<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a></code></h3><div class="doc"><p>Enable a jump button</p><p class="javadoc">Parameters:</p><table class="table table-bordered params"><tr><th style="width:25%;"><code>key</code></th><td><p>The key to use as the jump button (String from flixel.system.input.Keyboard, i.e. "SPACE", "CONTROL")</p></td></tr><tr><th style="width:25%;"><code>keymode</code></th><td><p>The FlxControlHandler KEYMODE value (KEYMODE_PRESSED, KEYMODE_JUST_DOWN, KEYMODE_RELEASED)</p></td></tr><tr><th style="width:25%;"><code>height</code></th><td><p>The height in pixels/sec that the Sprite will attempt to jump (gravity and acceleration can influence this actual height obtained)</p></td></tr><tr><th style="width:25%;"><code>surface</code></th><td><p>A bitwise combination of all valid surfaces the Sprite can jump off (such as FLOOR)</p></td></tr><tr><th style="width:25%;"><code>repeatDelay</code></th><td><p>Time delay in ms between which the jumping can repeat (250 would be 4 times per second)</p></td></tr><tr><th style="width:25%;"><code>jumpFromFall</code></th><td><p>A time in ms that allows the Sprite to still jump even if it's just fallen off a platform, if still within ths time limit</p></td></tr><tr><th style="width:25%;"><code>callback</code></th><td><p>A user defined function to call when the Sprite jumps</p></td></tr><tr><th style="width:25%;"><code>altKey</code></th><td><p>Specify an alternative jump key that works AS WELL AS the primary jump key (TODO)</p></td></tr></table></div></div><div class="field "><a name="setMaximumRotationSpeed"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value({ limitVelocity : true })</span><a href="#setMaximumRotationSpeed"><span class="identifier">setMaximumRotationSpeed</span></a>(<span style="white-space:nowrap">speed:<a class="type" title="Float - The standard Float type, this is a double-precision IEEE 64bit float." href="../../../../Float.html">Float</a>,</span> <span style="white-space:nowrap">limitVelocity:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true</span>):<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a></code></h3><div class="doc"><p>Sets the maximum speed (in pixels per second) that the FlxSprite can rotate.
When the FlxSprite is accelerating (movement type MOVEMENT_ACCELERATES) its speed won't increase above this value.
However Flixel allows the velocity of an FlxSprite to be set to anything. So if you'd like to check the value and restrain it, then enable "limitVelocity".</p><p class="javadoc">Parameters:</p><table class="table table-bordered params"><tr><th style="width:25%;"><code>speed</code></th><td><p>The maximum speed in pixels per second in which the sprite can rotate</p></td></tr><tr><th style="width:25%;"><code>limitVelocity</code></th><td><p>If true the angular velocity of the FlxSprite will be checked and kept within the limit. If false it can be set to anything.</p></td></tr></table></div></div><div class="field "><a name="setMaximumSpeed"></a><h3 class="anchor"><code><span class="label label-meta label-meta-value" title="Used to store default values for fields and function arguments.">@:value({ limitVelocity : true })</span><a href="#setMaximumSpeed"><span class="identifier">setMaximumSpeed</span></a>(<span style="white-space:nowrap">speedX:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a>,</span> <span style="white-space:nowrap">speedY:<a class="type" title="Int - The standard Int type." href="../../../../Int.html">Int</a>,</span> <span style="white-space:nowrap">limitVelocity:<a class="type" title="Bool - The standard Boolean type, which can either be true or false." href="../../../../Bool.html">Bool</a> = true</span>):<a class="type" title="Void - The standard Void type." href="../../../../Void.html">Void</a></code></h3><div class="doc"><p>Sets the maximum speed (in pixels per second) that the FlxSprite can move. You can set the horizontal and vertical speeds independantly.
When the FlxSprite is accelerating (movement type MOVEMENT_ACCELERATES) its speed won't increase above this value.
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