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Instance Functions

addEventListener(type:Int, func:Listener, options?:EventListenerOptions):Void

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addFilter(filter:Filter):Void

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addShader(shader:Shader):Void

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addTimer(interval:Int, repeats:Int, func, options?:IntervalTimerOptions):Int

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attachToFloor(structure:Structure):Bool

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bringInFront(gameObject:GameObject):Void

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collisionTest(otherEntity:Entity, myBoxType:Int, theirBoxType:Int, bailEarly:Bool):Array<Rectangle>

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collisionTestGroup(sourceEntities:Array<Entity>, sourceBoxType:Int, otherEntity:Entity, targetBoxType:Int, bailEarly:Bool):Array<EntityCollisionResult>

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Takes in a group of entities, extracts their collision data, and then tests that collision data against another entity as if the collision data belonged to this entity:EntityApi The source entity whose collision data was responsible for the collision result:Rectangle A rectangle representing the overlapping space

faceLeft():Void

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faceRight():Void

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finalFramePlayed():Bool

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flip():Void

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flipX(value:Float):Float

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getAlpha():Float

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getAnimation():String

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getBottomLayer():Container

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getCollisionBoxes(boxType:Int):Array<CollisionBox>

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getCurrentFloor():Structure

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getCurrentFrame():Int

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getEcbCollisionBox():CollisionBox

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getEcbFootX():Float

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getEcbFootY():Float

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getEcbHeadX():Float

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getEcbHeadY():Float

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getEcbLeftHipX():Float

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getEcbLeftHipY():Float

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getEcbRightHipX():Float

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getEcbRightHipY():Float

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getKnockback():Float

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getNetSpeed():Float

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getNetXVelocity():Float

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getNetYVelocity():Float

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getPivotX():Float

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Returns the unscaled x-position of the entity's pivot point

getPivotXScaled():Float

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Returns the scaled x-position of the entity's pivot point

getPivotY():Float

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Returns the unscaled y-position of the entity's pivot point

getPivotYScaled():Float

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Returns the scaled y-position of the entity's pivot point

getPreviousState():Int

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getPreviousStateGroup():Int

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getResource():Resource

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getRotation():Float

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getScaleX():Float

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getScaleY():Float

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getState():Int

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getStaticBottomLayer():Container

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getStaticTopLayer():Container

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getTopLayer():Container

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getTotalFrames():Int

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getType():Int

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getUid():Int

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getViewRootContainer():Container

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getVisible():Bool

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getX():Float

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getXKnockback():Float

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getXSpeed():Float

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getXVelocity():Float

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getY():Float

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getYKnockback():Float

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getYSpeed():Float

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getYVelocity():Float

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hasAnimation(animation:String):Bool

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hasEventListener(type:Int, func?:Listener):Bool

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hitTestEntity(otherEntity:Entity, selfCollisionBoxType:Int, otherCollisionBoxType:Int, options?:HitTestEntityOptions):Array<CollisionResult>

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hitTestStructuresWithLineSegment(point1:Point, point2:Point, intersectionOut?:Point, options:StructureColliderSearchOptions):Array<Structure>

Description

inState(state:Int):Bool

Description

Checks if the entity is in the specified state. Parameters:

  • state - The state to check for.

inStateGroup(stateGroup:Int):Bool

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Checks if the entity is in the specified state group. Parameters:

  • stateGroup - The state group to check for.

isDisposed():Bool

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isFacingLeft():Bool

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isFacingRight():Bool

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isOnFloor():Bool

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kill():Void

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move(x:Float, y:Float):Void

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moveAbsolute(x:Float, y:Float):Void

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pause():Void

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playAnimation(name:String):Void

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playFrame(frame:Int):Void

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playFrameLabel(label:String):Void

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refreshEcb():Void

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removeEventListener(type:Int, func:Listener):Void

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removeFilter(filter:Filter):Void

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removeShader(shader:Shader):Void

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removeTimer(uid:Int):Bool

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resetMomentum():Void

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resetRotation():Void

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resume():Void

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sendBehind(gameObject:GameObject):Void

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setAlpha(value:Float):Float

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setKnockback(speed:Float, angle:Float):Float

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setRotation(value:Float):Float

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setScaleX(scaleX:Float):Float

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Sets the horizontal scale of the entity.

setScaleY(scaleY:Float):Float

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Sets the vertical scale of the entity.

setState(state:Int):Void

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Sets the state of the entity without changing the animation or inducing any other side effects. Parameters:

  • state - The state to set the entity to.

setVisible(value:Bool):Bool

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setX(pos:Float):Float

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setXKnockback(speed:Float):Float

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setXSpeed(speed:Float):Float

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setXVelocity(speed:Float):Float

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setY(pos:Float):Float

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setYKnockback(speed:Float):Float

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setYSpeed(speed:Float):Float

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setYVelocity(speed:Float):Float

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swapDepths(gameObject:GameObject):Void

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toState(state:Int, animationOverride?:String):Void

Description

Transitions the entity to a new state, taking into account the object's state transition map and animation rules. Note that the the target state is not guaranteed to be the current state after this function is called, so it's important to check the state after calling this function if you need to know the result. Parameters:

  • state - The state to transition to.
  • animationOverride - Overrides the animation to use for the state transition.

toggleGravity(status:Bool):Void

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unattachFromFloor():Void

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