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Instance Functions

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

addFilter(filter:Filter):Void

addShader(shader:Shader):Void

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

attachToFloor(structure:Structure):Bool

attachToWall(structure:Structure):Bool

description

Forces the entity to attach to a particular wall. Parameters:

  • The structure to attach to. Must be a wall.

bringInFront(gameObject:GameObject):Void

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

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

description

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

faceRight():Void

finalFramePlayed():Bool

flip():Void

flipX(value:Float):Float

getAlpha():Float

getAnimation():String

getBottomLayer():Container

getCollisionBoxes(boxType:Int):Array<CollisionBox>

getCurrentFloor():Structure

getCurrentFrame():Int

getCurrentWall():Structure

description

Returns the wall the entity is attached to.

getEcbCollisionBox():CollisionBox

getEcbFootX():Float

getEcbFootY():Float

getEcbHeadX():Float

getEcbHeadY():Float

getEcbLeftHipX():Float

getEcbLeftHipY():Float

getEcbRightHipX():Float

getEcbRightHipY():Float

getKnockback():Float

getNetSpeed():Float

getNetXVelocity():Float

getNetYVelocity():Float

getPivotX():Float

description

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

getPivotXScaled():Float

description

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

getPivotY():Float

description

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

getPivotYScaled():Float

description

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

getPreviousState():Int

getPreviousStateGroup():Int

getResource():Resource

getRotation():Float

getScaleX():Float

getScaleY():Float

getState():Int

getStaticBottomLayer():Container

getStaticTopLayer():Container

getTopLayer():Container

getTotalFrames():Int

getType():Int

getUid():Int

getViewRootContainer():Container

getVisible():Bool

getX():Float

getXKnockback():Float

getXSpeed():Float

getXVelocity():Float

getY():Float

getYKnockback():Float

getYSpeed():Float

getYVelocity():Float

hasAnimation(animation:String):Bool

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

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

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

inState(state:Int):Bool

description

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

  • The state to check for.

inStateGroup(stateGroup:Int):Bool

description

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

  • The state group to check for.

isDisposed():Bool

isFacingLeft():Bool

isFacingRight():Bool

isOnFloor():Bool

kill():Void

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

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

pause():Void

playAnimation(name:String):Void

playFrame(frame:Int):Void

playFrameLabel(label:String):Void

refreshEcb():Void

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

removeFilter(filter:Filter):Void

removeShader(shader:Shader):Void

removeTimer(uid:Int):Bool

resetMomentum():Void

resetRotation():Void

resume():Void

sendBehind(gameObject:GameObject):Void

setAlpha(value:Float):Float

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

setRotation(value:Float):Float

setScaleX(scaleX:Float):Float

description

Sets the horizontal scale of the entity.

setScaleY(scaleY:Float):Float

description

Sets the vertical scale of the entity.

setState(state:Int):Void

description

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

  • The state to set the entity to.

setVisible(value:Bool):Bool

setX(pos:Float):Float

setXKnockback(speed:Float):Float

setXSpeed(speed:Float):Float

setXVelocity(speed:Float):Float

setY(pos:Float):Float

setYKnockback(speed:Float):Float

setYSpeed(speed:Float):Float

setYVelocity(speed:Float):Float

swapDepths(gameObject:GameObject):Void

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:

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

toggleGravity(status:Bool):Void

unattachFromFloor():Void

unattachFromWall():Void

description

Forces the current entity to unattach from a wall.