class flixel.system.frontEnds.CameraFrontEnd

Available on all platforms

Instance Fields

var bgColor:Int

The current (global, applies to all cameras) bgColor.

var list:Array<FlxCamera>

An array listing FlxCamera objects that are used to draw stuff. * By default flixel creates one camera the size of the screen.

var useBufferLocking:Bool

Allows you to possibly slightly optimize the rendering process IF * you are not doing any pre-processing in your game state's draw() call.

function add<T>(NewCamera:T):T

Add a new camera object to the game. * Handy for PiP, split-screen, etc. * *

NewCamera

The camera you want to add. *

returns

This FlxCamera instance.

function fade(?Color:Int = -16777216, ?Duration:Float = 1, ?FadeIn:Bool = false, ?OnComplete:Void ->Void = null, ?Force:Bool = false):Void

The screen is gradually filled with this color. * *

Color

The color you want to use. *

Duration

How long it takes for the fade to finish. *

FadeIn

True fades from a color, false fades to it. *

OnComplete

A function you want to run when the fade finishes. *

Force

Force the effect to reset.

function flash(?Color:Int = -1, ?Duration:Float = 1, ?OnComplete:Void ->Void = null, ?Force:Bool = false):Void

All screens are filled with this color and gradually return to normal. * *

Color

The color you want to use. *

Duration

How long it takes for the flash to fade. *

OnComplete

A function you want to run when the flash finishes. *

Force

Force the effect to reset.

function remove(Camera:FlxCamera, ?Destroy:Bool = true):Void

Remove a camera from the game. * *

Camera

The camera you want to remove. *

Destroy

Whether to call destroy() on the camera, default value is true.

function reset(?NewCamera:FlxCamera = null):Void

Dumps all the current cameras and resets to just one camera. * Handy for doing split-screen especially. * *

NewCamera

Optional; specify a specific camera object to be the new main camera.

function shake(?Intensity:Float = 0.05f, ?Duration:Float = 0.5f, ?OnComplete:Void ->Void = null, ?Force:Bool = true, ?Direction:Int = 0):Void

A simple screen-shake effect. * *

Intensity

Percentage of screen size representing the maximum distance that the screen can move while shaking. *

Duration

The length in seconds that the shaking effect should last. *

OnComplete

A function you want to run when the shake effect finishes. *

Force

Force the effect to reset (default = true, unlike flash() and fade()!). *

Direction

Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKEBOTHAXES, SHAKEVERTICALONLY, or SHAKEHORIZONTALONLY). Default value is SHAKEBOTHAXES (0).