Documentation for classes includes syntax, usage information, and code samples for methods, properties, and event handlers and listeners for those APIs that belong to a specific class in ActionScript. The classes are listed alphabetically. If you are not sure to which class a certain method or property belongs, you can look it up in the Index.
| Class | Package | Description | |
|---|---|---|---|
| fAiContainer
| org.ffilmation.engine.core |
This object provides access to the AI methods of the engine. |
|
| fBullet
| org.ffilmation.engine.elements |
A bullet is also a moving element, but its particular properties demand an specific class. |
|
| fCamera
| org.ffilmation.engine.core |
The fCamera defines which part of the scene is shown. |
|
| fCharacter
| org.ffilmation.engine.elements |
A Character is a dynamic object in the scene. |
|
| fCollideEvent
| org.ffilmation.engine.events |
The fCollideEvent event class stores information about a collision event. This event is dispatched when a character in the engine collides whith another solid element in the scene |
|
| fCoordinateOccupant
| org.ffilmation.engine.datatypes | This object stores a renderable element and a coordinate in thie engine's coordinate system. | |
| fElement
| org.ffilmation.engine.core |
The fElement class defines the basic structure of anything in a filmation Scene All elements ( walls, floors, lights, cameras, etc ) inherit from fElement. The fElement provides basic position and movement functionality YOU CAN'T CREATE INSTANCES OF THIS OBJECT |
|
| fEngine
| org.ffilmation.engine.core |
The fEngine class is the main class in the game engine. Use the fEngine class to create and attach game scenes to your game. You can also use it to load external swfs containing media you want to add to you scenes. Once the scenes are created you can go from one to another using the methods in the fEngine class. |
|
| fEngineBulletRenderer
| org.ffilmation.engine.interfaces | This interface defines methods that any class that is to be used as a bullet renderer must implement. | |
| fEngineElementController
| org.ffilmation.engine.interfaces | This interface defines methods that any class that is to be used as an element controller must implement. | |
| fEngineMaterial
| org.ffilmation.engine.interfaces | This interface defines methods that any class that is to be used as a material in the engine must implement | |
| fEnginePathfindCriteria
| org.ffilmation.engine.interfaces | This interface defines the methods that any class that is to be used as pathFind criteria must implement | |
| fEngineRenderEngine
| org.ffilmation.engine.interfaces |
If you don't plan to write a custom renderer for the engine, you don't need to know any of these. This interface defines methods that any class that is to be used as a render engine need to implement. |
|
| fEngineSceneController
| org.ffilmation.engine.interfaces | This interface defines methods that any class that is to be used as an scene controller must implement. | |
| fEngineSceneRetriever
| org.ffilmation.engine.interfaces | This interface defines methods that any class that is to be used to retrieve an scene XML must implement. | |
| fEventIn
| org.ffilmation.engine.events |
The fEventIn event class stores information about an IN event. This event is dispatched whenever a character in the engine moves into a cell where an XML even was defined |
|
| fEventOut
| org.ffilmation.engine.events |
The fEventIn event class stores information about an OUT event. This event is dispatched whenever a character in the engine moves outside a cell where an XML event was defined |
|
| fFloor
| org.ffilmation.engine.elements |
Arbitrary-sized tiles that form each floor in your scene YOU CAN'T CREATE INSTANCES OF THIS OBJECT. |
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| fGlobalLight
| org.ffilmation.engine.core |
The fGlobalLight class contains information about the global light of a scene. |
|
| fHole
| org.ffilmation.engine.core |
The fHole class stores information about holes in a plane. |
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| fLight
| org.ffilmation.engine.core |
The fLight is an abstract definition of a light that contains generic information such as intensity, size, decay and color. |
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| fLineBulletRenderer
| org.ffilmation.engine.bulletRenderers | This renderer renders a bullet as a line | |
| fMaterial
| org.ffilmation.engine.core |
Every Plane (walls and floors) in the scene is assigned a Material. |
|
| fMaterialTypes
| org.ffilmation.engine.core | The fMaterialTypes class provides a list of all available material types in the engine, as well as examples of how to create them. | |
| fMoveEvent
| org.ffilmation.engine.events |
The fMoveEvent event class stores information about a move event. This event is dispatched whenever an element in the engine changes position. |
|
| fNewMaterialEvent
| org.ffilmation.engine.events |
The fNewMaterial event class stores information about a NEWMATERIAL event. This event is by a plane when it gets assigned a new material using the assignMaterial() method |
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| fObject
| org.ffilmation.engine.elements |
An Object is a graphic element that is part of the the environment and is not projected in any way. |
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| fOmniLight
| org.ffilmation.engine.elements |
Spot light definition. |
|
| fPixelBulletRenderer
| org.ffilmation.engine.bulletRenderers | This renderer renders a bullet as a single color pixel | |
| fPlane
| org.ffilmation.engine.core |
fPlanes are the 2d surfaces that provide the main structure for any scene. |
|
| fPoint3d
| org.ffilmation.engine.datatypes | This object stores a tridimensional point | |
| fProcessEvent
| org.ffilmation.engine.events |
The fProcessEvent event class stores information about a process event. Several processes in the filmation engine involve more than one subprocess, and this class stores info about the overall task that is being monitored as well as the status of the current subtask. This allows to have progress bars that go something like: Loading media file A. |
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| fProfiler
| org.ffilmation.profiler | Provides a simple mechanism to compute average, minimum and maximum performance timings of a specific code fragment, by enclosing it in a begin/end block. | |
| fRenderableElement
| org.ffilmation.engine.core |
The fRenderableElement class defines the basic interface for visible elements in your scene. Lights are NOT considered visible elements, therefore don't inherit from fRenderableElement YOU CAN'T CREATE INSTANCES OF THIS OBJECT |
|
| fScene
| org.ffilmation.engine.core |
The fScene class provides control over a scene in your application. |
|
| fSceneFromXML
| org.ffilmation.engine.core.sceneInitialization | This is a retriever used to pass an XML object directly as scene constructor | |
| fSceneLoader
| org.ffilmation.engine.core.sceneInitialization | This is the simplest scene retriever class. | |
| fShadowQuality
| org.ffilmation.engine.core | The fShadowQuality class provides constants for the shadowQuality property of the engine | |
| fShotEvent
| org.ffilmation.engine.events |
The fShotEvent event class stores information about a shot event. |
|
| fWalkoverEvent
| org.ffilmation.engine.events |
The fWalkoverEvent event class stores information about a Walkover event. This event is dispatched when a character in the engine walks over a non-solid object in the scene. |
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| fWall
| org.ffilmation.engine.elements |
Walls are created when the scene is processed YOU CAN'T CREATE INSTANCES OF THIS OBJECT. |
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| lineCircleIntersectionResult
| org.ffilmation.utils | This class stores the result of a collision between a line and a circle | |
| mathUtils
| org.ffilmation.utils | This class provides various useful math methods | |
| objectPool
| org.ffilmation.utils |
Object pooling is the process of storing objects in a pool when they are not in use so as to avoid the overhead of creating them again and again. |
|
| ProfilerConfig
| org.ffilmation.profiler | Represents a simple container of overridable, default configuration values. |