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_a — Property, class citrus.input.controllers.Accelerometer
A — Constant Static Property, class citrus.input.controllers.Keyboard
_aabbData — Property, class citrus.view.ACitrusCamera
_aabb holds the axis aligned bounding box of the camera in rect and its relative position to it (with offsetX and offsetY)
abs(num:Number) — Static Method , class citrus.math.MathUtils
_accAngle — Property, class citrus.objects.platformer.box2d.RevolvingPlatform
_accel — Property, class citrus.input.controllers.Accelerometer
acceleration — Property, class citrus.input.controllers.Accelerometer
acceleration — Property, class citrus.objects.platformer.box2d.Hero
This is the rate at which the hero speeds up when you move him left and right.
acceleration — Property, class citrus.objects.platformer.nape.Hero
This is the rate at which the hero speeds up when you move him left and right.
acceleration — Property, class citrus.objects.platformer.simple.Hero
acceleration — Property, class citrus.system.components.box2d.hero.HeroMovementComponent
This is the rate at which the hero speeds up when you move him left and right.
Accelerometer — class, package citrus.input.controllers
Accelerometer(name:String, params:Object) — Constructor, class citrus.input.controllers.Accelerometer
ACitrusCamera — class, package citrus.view
Citrus's camera.
ACitrusCamera(viewRoot:any) — Constructor, class citrus.view.ACitrusCamera
ACitrusView — class, package citrus.view
This is an abstract class that is extended by any view managers, such as the SpriteView.
ACitrusView(root:any, viewInterface:Class) — Constructor, class citrus.view.ACitrusView
There is one CitrusView per state, so when a new state is initialized, it creates the view instance.
_action — Property, class citrus.input.controllers.gamepad.controls.ButtonController
action — Property, class citrus.input.controllers.gamepad.controls.ButtonController
actionCHANGE — Property, class citrus.input.Input
_actionName — Property, class citrus.input.controllers.gamepad.GamePadButtonRebinder
actionOFF — Property, class citrus.input.Input
actionON — Property, class citrus.input.Input
_actions — Property, class citrus.input.Input
actions — Property, class citrus.input.controllers.Accelerometer
helps prevent too much calls to triggerON/OFF by keeping track of what action is on/off
_active — Property, class citrus.input.controllers.TimeShifter
active — Property, class citrus.input.controllers.TimeShifter
_active — Property, class citrus.input.controllers.gamepad.controls.ButtonController
active — Property, class citrus.input.controllers.gamepad.controls.ButtonController
activeAlpha — Property, class citrus.input.controllers.AVirtualJoystick
alpha to use when the joystick is active (being dragged)
activeSoundInstances — Static Property, class citrus.sounds.CitrusSoundInstance
a vector of all currently playing CitrusSoundIntance objects
activeSoundInstances — Property, class citrus.sounds.CitrusSoundObject
activityChannel — Static Property, class citrus.input.controllers.gamepad.Gamepad
add(object:citrus.core:CitrusObject) — method, interface citrus.core.IState
add(object:citrus.core:CitrusObject) — method, class citrus.core.MediatorState
Call this method to add a CitrusObject to this state.
add(object:citrus.core:CitrusObject) — method, class citrus.core.State
Call this method to add a CitrusObject to this state.
add(object:citrus.core:CitrusObject) — method, class citrus.core.away3d.Away3DState
Call this method to add a CitrusObject to this state.
add(object:citrus.core:CitrusObject) — method, class citrus.core.starling.StarlingState
Call this method to add a CitrusObject to this state.
add(polarPoint:citrus.math:PolarPoint) — method, class citrus.math.PolarPoint
Add a polar point's coordinates to this point by going through the cartesian values.
add(x:Number, y:Number) — method, class citrus.objects.common.Path
Add a new node to the end of the path at the specified location.
add(citrusSoundObject:citrus.sounds:CitrusSoundObject) — method, class citrus.sounds.CitrusSoundSpace
add(component:citrus.system:Component) — method, class citrus.system.Entity
Add a component to the entity.
add(gameObject:citrus.ui.inventory.core:GameObject) — method, class citrus.ui.inventory.core.InventoryManager
add(content:any, position:String) — method, class citrus.ui.starling.UI
add(content:any) — method, class citrus.ui.starling.UIGroup
add(content:any, position:String) — method, class citrus.ui.starling.basic.BasicUILayout
add(resourceKey:any, resource:any) — method, class citrus.utils.AssetCache
add(potentialLoader:any, object:citrus.core:CitrusObject, recursionDepth:Number) — method, class citrus.utils.LoadManager
The CitrusView calls this method on all graphics objects that it creates to monitor its load progress.
Add(categoryName:String) — Static Method , class citrus.physics.PhysicsCollisionCategories
Add a category to the collision categories list.
addAction(action:citrus.input:InputAction) — method, class citrus.input.Input
addAnimation(animationSequence:citrus.view.blittingview:AnimationSequence) — method, class citrus.view.blittingview.BlittingArt
Call this to add a new animation sequence to this BlittingArt object.
addArt(citrusObject:Object) — method, class citrus.view.ACitrusView
The active state automatically calls this method whenever a new CitrusObject is added to it.
addAxisAction(axis:String, name:String, start:Number, end:Number) — method, class citrus.input.controllers.AVirtualJoystick
addBufferSet(bufferSet:Object) — method, class citrus.input.controllers.TimeShifter
Adds a "bufferSet" to the record.
addCommand(name:String, func:Function) — method, class citrus.core.Console
Adds a command to the console.
addCommandToHistory(command:String) — method, class citrus.core.Console
addController(controller:citrus.input:InputController) — method, class citrus.input.Input
addDispatchChild(child:citrus.events:CitrusEventDispatcher) — method, class citrus.events.CitrusEventDispatcher
_addDriver() — method, class citrus.objects.vehicle.nape.Car
addEntity(entity:citrus.system:Entity) — method, interface citrus.core.IState
addEntity(entity:citrus.system:Entity) — method, class citrus.core.MediatorState
Call this method to add an Entity to this state.
addEntity(entity:citrus.system:Entity) — method, class citrus.core.State
Call this method to add an Entity to this state.
addEntity(entity:citrus.system:Entity) — method, class citrus.core.away3d.Away3DState
Call this method to add an Entity to this state.
addEntity(entity:citrus.system:Entity) — method, class citrus.core.starling.StarlingState
Call this method to add an Entity to this state.
addEventListener(type:String, listener:Function, useCapture:Boolean) — method, class citrus.events.CitrusEventDispatcher
Warning: all references to the listener will be strong and you need to remove them explicitly.
addFlag(flag:uint) — method, class citrus.datastructures.BitFlag
Adds a flag to our object
addFlags(... rest) — method, class citrus.datastructures.BitFlag
Adds a list of flags to our object
addGroup(group:citrus.sounds:CitrusSoundGroup) — method, class citrus.sounds.SoundManager
add your own custom CitrusSoundGroup here.
addIndex — Property, class citrus.view.blittingview.BlittingArt
Stores the rank in the graphics' add-order.
_addJointsToSpace() — method, class citrus.objects.vehicle.nape.Car
addKeyAction(actionName:String, keyCode:uint, channel:int) — method, class citrus.input.controllers.Keyboard
Add an action to a Key if action doesn't exist on that Key.
_addMotors() — method, class citrus.objects.vehicle.nape.Car
addMovieClip(mc:starling.display:MovieClip, animation:String) — method, class citrus.view.starlingview.AnimationSequence
It may be useful to add directly a MovieClip instead of a Texture Atlas to enable its manipulation like an animation's reversion for example.
_addNuggets() — method, class citrus.objects.vehicle.nape.Car
addObject(object:citrus.core:CitrusObject) — method, class citrus.core.CitrusGroup
Add an object to the group.
addOrSetAction(action:citrus.input:InputAction) — method, class citrus.input.Input
addOrSetAction sets existing parameters of an action to new values or adds action if it doesn't exist.
_addParticle() — method, class citrus.objects.vehicle.nape.Car
addPhysics() — method, class citrus.objects.APhysicsObject
This function will add the physics stuff to the object.
addPhysics() — method, class citrus.objects.AwayPhysicsObject
All your init physics code must be added in this method, no physics code into the constructor.
addPhysics() — method, class citrus.objects.Box2DPhysicsObject
All your init physics code must be added in this method, no physics code into the constructor.
addPhysics() — method, class citrus.objects.NapePhysicsObject
All your init physics code must be added in this method, no physics code into the constructor.
addPhysics() — method, class citrus.objects.platformer.box2d.Hills
addPhysics() — method, class citrus.objects.platformer.box2d.Missile
addPhysics() — method, class citrus.objects.platformer.nape.Hills
addPhysics() — method, class citrus.objects.platformer.nape.Missile
addPhysics() — method, class citrus.objects.vehicle.nape.Car
addPoint(value:citrus.math:MathVector) — method, class citrus.objects.common.Path
Sometimes its easier or faster to just pass a point object instead of separate X and Y coordinates.
addPoolObject(poolObject:citrus.datastructures:PoolObject) — method, class citrus.core.MediatorState
Call this method to add a PoolObject to this state.
addPoolObject(poolObject:citrus.datastructures:PoolObject) — method, class citrus.core.State
Call this method to add a PoolObject to this state.
addPoolObject(poolObject:citrus.datastructures:PoolObject) — method, class citrus.core.away3d.Away3DState
Call this method to add a PoolObject to this state.
addPoolObject(poolObject:citrus.datastructures:PoolObject) — method, class citrus.core.starling.StarlingState
Call this method to add a PoolObject to this state.
addSound(s:citrus.sounds:CitrusSound) — method, class citrus.sounds.CitrusSoundGroup
addSound(id:String, params:Object) — method, class citrus.sounds.SoundManager
Register a new sound an initialize its values with the params objects.
addTextureAtlasWithAnimations(textureAtlas:any, animations:Array) — method, class citrus.view.starlingview.AnimationSequence
If you need more than one TextureAtlas for your character's animations, use this function.
_addWheels() — method, class citrus.objects.vehicle.nape.Car
adjustPanning(value:Number) — method, class citrus.sounds.CitrusSoundObject
adjustVolume(value:Number) — method, class citrus.sounds.CitrusSoundObject
advanceTime(timeDelta:Number) — method, class citrus.core.starling.CitrusStarlingJuggler
AGameData — Dynamic Class, package citrus.utils
This is an (optional) abstract class to store your game's data such as lives, score, levels or even complex objects...
AGameData() — Constructor, class citrus.utils.AGameData
align(mulX:Number, mulY:Number, offX:Number, offY:Number) — method, class citrus.view.starlingview.StarlingArt
alignPivot(hAlign:String, vAlign:String) — method, class citrus.ui.starling.UIElement
alignPivot(hAlign:String, vAlign:String) — method, class citrus.ui.starling.basic.BasicUIElement
_allowRotation — Property, class citrus.view.ACitrusCamera
Is the camera allowed to Rotate?
allowRotation — Property, class citrus.view.ACitrusCamera
allowRotation — Property, class citrus.view.spriteview.SpriteCamera
allowRotation — Property, class citrus.view.starlingview.StarlingCamera
_allowZoom — Property, class citrus.view.ACitrusCamera
Is the camera allowed to Zoom?
allowZoom — Property, class citrus.view.ACitrusCamera
allowZoom — Property, class citrus.view.spriteview.SpriteCamera
allowZoom — Property, class citrus.view.starlingview.StarlingCamera
allSize — Property, class citrus.datastructures.PoolObject
returns the amount of free objects and objects in use.
ALL_SOUNDS_LOADED — Constant Static Property, class citrus.events.CitrusSoundEvent
alpha — Property, class citrus.ui.starling.UI
ALTERNATE — Constant Static Property, class citrus.input.controllers.Keyboard
anchor — Property, class citrus.objects.complex.box2dstarling.Rope
The object where the rope is attached(centered)
angle — Property, class citrus.input.controllers.gamepad.controls.StickController
angle — Property, class citrus.math.MathVector
angle — Property, class citrus.objects.platformer.box2d.Missile
In degrees, the angle that the missile will fire at.
angle — Property, class citrus.objects.platformer.nape.Missile
In degrees, the angle that the missile will fire at.
angle — Property, class citrus.objects.platformer.nape.MissileWithExplosion
In degrees, the angle that the missile will fire at.
angleBetween(angle:Number, a:Number, b:Number) — Static Method , class citrus.math.MathUtils
check if angle is between angle a and b thanks to http://www.xarg.org/2010/06/is-an-angle-between-two-other-angles/
angularDrag — Property, class citrus.objects.complex.box2dstarling.Pool
angularVel — Property, class citrus.objects.vehicle.nape.Car
_animation — Property, class citrus.objects.APhysicsObject
animation — Property, class citrus.objects.APhysicsObject
Animations management works the same way than label whether it uses MovieClip, SpriteSheet or whatever.
_animation — Property, class citrus.objects.CitrusSprite
animation — Property, class citrus.objects.CitrusSprite
animation — Property, class citrus.objects.platformer.box2d.RewardBox
animation — Property, class citrus.physics.APhysicsEngine
animation — Property, class citrus.sounds.CitrusSoundSpace
_animation — Property, class citrus.system.components.ViewComponent
animation — Property, class citrus.system.components.ViewComponent
animation — Property, interface citrus.view.ISpriteView
A string representing the current animation state that your object is in, such as "run", "jump", "attack", etc.
animation — Property, class citrus.view.away3dview.Away3DArt
animation — Property, class citrus.view.spriteview.SpriteArt
animation — Property, class citrus.view.starlingview.StarlingArt
AnimationSequence — class, package citrus.view.away3dview
AnimationSequence — class, package citrus.view.blittingview
Animation Sequence represents a single animation sprite sheet.
AnimationSequence — class, package citrus.view.spriteview
AnimationSequence.as wraps a flash MovieClip to manage different animations.
AnimationSequence — class, package citrus.view.starlingview
The Animation Sequence class represents all object animations in one sprite sheet.
AnimationSequence(Model:any, Texture:flash.display:Bitmap) — Constructor, class citrus.view.away3dview.AnimationSequence
AnimationSequence(bitmap:any, name:String, frameWidth:Number, frameHeight:Number, loop:Boolean, willInvert:Boolean) — Constructor, class citrus.view.blittingview.AnimationSequence
Creates a new AnimationSequence, to be added to your character's BlittinArt.
AnimationSequence(mc:flash.display:MovieClip) — Constructor, class citrus.view.spriteview.AnimationSequence
AnimationSequence(textureAtlas:any, animations:Array, firstAnimation:String, animFps:Number, firstAnimLoop:Boolean, smoothing:String) — Constructor, class citrus.view.starlingview.AnimationSequence
_animChanged — Property, class citrus.view.spriteview.AnimationSequence
anims — Property, class citrus.view.spriteview.AnimationSequence
_antiAliasing — Property, class citrus.core.away3d.Away3DCitrusEngine
APhysicsEngine — class, package citrus.physics
An abstract template used by every physics engine.
APhysicsEngine(name:String, params:Object) — Constructor, class citrus.physics.APhysicsEngine
APhysicsObject — class, package citrus.objects
An abstract template used by every physics object.
APhysicsObject(name:String, params:Object) — Constructor, class citrus.objects.APhysicsObject
append(data:any) — method, class citrus.datastructures.DoublyLinkedList
Append an object to the list.
appendNode(node:citrus.datastructures:DoublyLinkedListNode) — method, class citrus.datastructures.DoublyLinkedList
Append a node to the list.
applicationDomain — Property, class citrus.utils.LevelManager
If you want to load your SWF level on iOS, set it to ApplicationDomain.currentDomain.
applyChanges() — method, class citrus.sounds.CitrusSoundGroup
applyFlags() — method, class citrus.physics.nape.NapeDebugArt
applyMap(device:flash.ui:GameInputDevice, gp:citrus.input.controllers.gamepad:Gamepad) — method, class citrus.input.controllers.gamepad.GamePadManager
apply map according to devicesMapDictionary dictionnary.
_art — Property, class citrus.objects.APhysicsObject
art — Property, class citrus.objects.APhysicsObject
_art — Property, class citrus.objects.CitrusSprite
art — Property, class citrus.objects.CitrusSprite
The object's associated art (Away3DArt, SpriteArt or StarlingArt) will be set only when the art is ready (loaded/created.) and after being added to the state.
_art — Property, class citrus.physics.APhysicsEngine
art — Property, class citrus.physics.APhysicsEngine
art — Property, class citrus.sounds.CitrusSoundSpace
_art — Property, class citrus.system.components.ViewComponent
art — Property, class citrus.system.components.ViewComponent
The object's associated art (Away3DArt, SpriteArt or StarlingArt) will be set only when the art is ready (loaded/created.) and after being added to the state.
art — Property, interface citrus.view.ISpriteView
The object's associated art (Away3DArt, SpriteArt or StarlingArt) will be set only when the art is ready (loaded/created.) and after being added to the state.
AssetCache — class, package citrus.utils
AssetCache() — Constructor, class citrus.utils.AssetCache
_assetSizes — Property, class citrus.core.starling.StarlingCitrusEngine
atf — Property, class citrus.view.starlingview.StarlingTileSystem
AT_TARGET — Static Property, class citrus.events.CitrusEvent
AUDIO — Constant Static Property, class citrus.input.controllers.Keyboard
_autodestroy — Property, class citrus.sounds.CitrusSoundInstance
if autodestroy is true, when the sound ends, destroy will be called instead of just stop().
autoload — Property, class citrus.sounds.CitrusSound
When the CitrusSound is constructed, it will load itself.
AVirtualButton — class, package citrus.input.controllers
AVirtualButton(name:String, params:Object) — Constructor, class citrus.input.controllers.AVirtualButton
AVirtualJoystick — class, package citrus.input.controllers
AVirtualJoystick(name:String, params:Object) — Constructor, class citrus.input.controllers.AVirtualJoystick
_away3D — Property, class citrus.core.away3d.Away3DCitrusEngine
away3D — Property, class citrus.core.away3d.Away3DCitrusEngine
Away3DArt — class, package citrus.view.away3dview
Away3DArt(object:citrus.view:ISpriteView) — Constructor, class citrus.view.away3dview.Away3DArt
Away3DCamera2D — class, package citrus.view.away3dview
The Camera for the Away3DView in 2D mode.
Away3DCamera2D(viewRoot:away3d.containers:ObjectContainer3D) — Constructor, class citrus.view.away3dview.Away3DCamera2D
Away3DCitrusEngine — class, package citrus.core.away3d
Extends this class if you create an Away3D based game.
Away3DCitrusEngine() — Constructor, class citrus.core.away3d.Away3DCitrusEngine
Away3DPhysicsDebugView — class, package citrus.view.away3dview
A wrapper for Away3D to display the debug view of the different physics engine.
Away3DPhysicsDebugView() — Constructor, class citrus.view.away3dview.Away3DPhysicsDebugView
Away3DState — class, package citrus.core.away3d
Away3DState class is just a wrapper for the AState class.
Away3DState() — Constructor, class citrus.core.away3d.Away3DState
Away3DView — class, package citrus.view.away3dview
Away3DView is based on Adobe Stage3D and the Away3D framework to render graphics.
Away3DView(root:away3d.containers:ObjectContainer3D, mode:String) — Constructor, class citrus.view.away3dview.Away3DView
_awayPhysics — Property, class citrus.objects.AwayPhysicsObject
AwayPhysics — class, package citrus.physics.awayphysics
This is a simple wrapper class that allows you to add an AwayPhysics world to your game's state.
AwayPhysics(name:String, params:Object) — Constructor, class citrus.physics.awayphysics.AwayPhysics
Creates and initializes an AwayPhysics world.
AwayPhysicsDebugArt — class, package citrus.physics.awayphysics
This displays AwayPhysics's debug graphics.
AwayPhysicsDebugArt() — Constructor, class citrus.physics.awayphysics.AwayPhysicsDebugArt
AwayPhysicsObject — class, package citrus.objects
You should extend this class to take advantage of AwayPhysics.
AwayPhysicsObject(name:String, params:Object) — Constructor, class citrus.objects.AwayPhysicsObject
Creates an instance of an AwayPhysicsObject.
AZERTY_CIRCUMFLEX — Constant Static Property, class citrus.input.controllers.Keyboard
AZERTY_DOLLAR_SIGN — Constant Static Property, class citrus.input.controllers.Keyboard
AZERTY_EXCLAMATION_MARK — Constant Static Property, class citrus.input.controllers.Keyboard
AZERTY_MULTIPLY — Constant Static Property, class citrus.input.controllers.Keyboard
AZERTY_RIGHT_PARENTHESIS — Constant Static Property, class citrus.input.controllers.Keyboard
AZERTY_SQUARE — Constant Static Property, class citrus.input.controllers.Keyboard
AZERTY_U_GRAVE — Constant Static Property, class citrus.input.controllers.Keyboard
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