Typed version of FlxBasePath for flexibility in derived classes

Available since

5.9.0

.

See also:

  • flixel.path.FlxBasePath

Constructor

@:value({ direction : FORWARD })new(?nodes:Array<FlxPoint>, ?target:TTarget, direction:FlxPathDirection = FORWARD)

Creates a new path. If valid nodes and a target are given it will start immediately.

Parameters:

nodes

An Optional array of nodes. Unlike FlxPath, no copy is made

target

The target traversing our path

Variables

read onlycurrent:Null<FlxPoint>

The last node the target has reached

@:value(-1)read onlycurrentIndex:Int = -1

The index of the last node the target has reached, -1 means "no current node"

@:value({ })debugDrawData:FlxPathDrawData = { }

Specify a debug display color for the path. Default is WHITE.

@:value(FlxPathDirection.FORWARD)read onlydirection:FlxPathDirection = FlxPathDirection.FORWARD

The direction the list of nodes is being traversed. FORWARD leads to the last node

read onlyfinished:Bool

Whether this path is done, only true when loopType is ONCE

@:value(false)ignoreDrawDebug:Bool = false

Setting this to true will prevent the object from appearing when FlxG.debugger.drawDebug is true.

@:value(LOOP)loopType:FlxPathLoopType = LOOP

Behavior when the end(s) are reached

read onlynext:Null<FlxPoint>

The node the target is currently moving toward

@:value(-1)read onlynextIndex:Int = -1

The index of the node the target is currently moving toward, -1 means the path is finished

nodes:Array<FlxPoint>

The list of points that make up the path data

@:value(new FlxTypedSignal<(FlxTypedBasePath<TTarget>)>())read onlyonEndReached:FlxTypedSignal<FlxTypedBasePath<TTarget> ‑> Void> = new FlxTypedSignal<(FlxTypedBasePath<TTarget>)>()

Called whenenever the end is reached, for YOYO this means both ends

@:value(new FlxTypedSignal<(FlxTypedBasePath<TTarget>)>())read onlyonFinish:FlxTypedSignal<FlxTypedBasePath<TTarget> ‑> Void> = new FlxTypedSignal<(FlxTypedBasePath<TTarget>)>()

Called when the end is reached and loopType1 is ONCE`

@:value(new FlxTypedSignal<(FlxTypedBasePath<TTarget>)>())read onlyonNodeReached:FlxTypedSignal<FlxTypedBasePath<TTarget> ‑> Void> = new FlxTypedSignal<(FlxTypedBasePath<TTarget>)>()

Called whenenever any node reached

target:TTarget

The target traversing our path

read onlytotalNodes:Int

The length of the nodes array

Methods

drawDebugOnCamera(camera:FlxCamera):Void

Based on this path data, it draws a simple lines-and-boxes representation of the path if the drawDebug mode was toggled in the debugger overlay. You can use debugColor to control the path's appearance.

Parameters:

camera

The camera object the path will draw to.

getCameras():Array<FlxCamera>

Determines to which camera this will draw (or debug draw). The priority is from high to low: - Whatever value you've manually given the cameras or camera field - Any cameras drawing path's container, if one exists - Any cameras drawing path's target, if one exists - The default cameras

restart():FlxTypedBasePath<TTarget>

Sets the current node to the beginning, or the end if direction is BACKWARD

startAt(index:Int):FlxTypedBasePath<TTarget>

Change the path node this object is currently at.

Parameters:

index

The index of the new node out of path.nodes.

direction

Whether to head towards the head or the tail, if null the previous value is maintained

Inherited Variables

Defined by FlxBasic

@:value(idEnumerator++)ID:Int = idEnumerator++

A unique ID starting from 0 and increasing by 1 for each subsequent FlxBasic that is created.

@:value(true)active:Bool = true

Controls whether update() is automatically called by FlxState/FlxGroup.

@:value(true)alive:Bool = true

Useful state for many game objects - "dead" (!alive) vs alive. kill() and revive() both flip this switch (along with exists, but you can override that).

camera:FlxCamera

Gets or sets the first camera of this object.

cameras:Array<FlxCamera>

This determines on which FlxCameras this object will be drawn. If it is null / has not been set, it uses the list of default draw targets, which is controlled via FlxG.camera.setDefaultDrawTarget as well as the DefaultDrawTarget argument of FlxG.camera.add.

read onlycontainer:Null<FlxContainer>

The parent containing this basic, typically if you check this recursively you should reach the state

Available since

5.7.0

.

@:value(true)exists:Bool = true

Controls whether update() and draw() are automatically called by FlxState/FlxGroup.

@:value(true)visible:Bool = true

Controls whether draw() is automatically called by FlxState/FlxGroup.

Inherited Methods

Defined by FlxBasic

getDefaultCamera():FlxCamera

The main camera that will draw this. Use this.cameras to set specific cameras for this object, otherwise the container's camera is used, or the container's container and so on. If there is no container, say, if this is inside FlxGroups rather than a FlxContainer then FlxG.camera is returned.

Available since

5.7.0

.

kill():Void

Handy function for "killing" game objects. Use reset() to revive them. Default behavior is to flag them as nonexistent AND dead. However, if you want the "corpse" to remain in the game, like to animate an effect or whatever, you should override this, setting only alive to false, and leaving exists true.

revive():Void

Handy function for bringing game objects "back to life". Just sets alive and exists back to true. In practice, this function is most often called by FlxObject#reset().