class flixel.input.touch.FlxTouch extends FlxPoint implements IFlxDestroyable
Available on all platforms
Helper class, contains and track touch points in your game. * Automatically accounts for parallax scrolling, etc.
Instance Fields
var touchPointID:Int
The unique ID of this touch. Example: if there are 3 concurrently active touches * (and the device supporst that many), they will have the IDs 0, 1 and 2.
function getScreenPosition(?Camera:FlxCamera = null, ?point:FlxPoint = null):FlxPoint
Fetch the screen position of the touch on any given camera. * NOTE: Touch.screenX and Touch.screenY also store the screen position of the touch point on the main camera. * *
Camera | If unspecified, first/main global camera is used instead. * |
point | An existing point object to store the results (if you don't want a new one created). * |
returns | The touch point's location in screen space. |
function getWorldPosition(?Camera:FlxCamera = null, ?point:FlxPoint = null):FlxPoint
Fetch the world position of the touch on any given camera. * NOTE: Touch.x and Touch.y also store the world position of the touch point on the main camera. * *
Camera | If unspecified, first/main global camera is used instead. * |
point | An existing point object to store the results (if you don't want a new one created). * |
returns | The touch point's location in world space. |
function overlaps(ObjectOrGroup:FlxBasic, ?Camera:FlxCamera = null):Bool
Checks to see if some FlxObject overlaps this FlxObject or FlxGroup. * If the group has a LOT of things in it, it might be faster to use FlxG.overlaps(). * WARNING: Currently tilemaps do NOT support screen space overlap checks! * *
ObjectOrGroup | The object or group being tested. * |
Camera | Specify which game camera you want. If null getScreenXY() will just grab the first global camera. * |
returns | Whether or not the two objects overlap. |