Handles repeating behavior when holding down a key or key combination.

When the keys are pressed, activated will be true for the first frame, then wait delay seconds before becoming true for one frame every interval seconds.

Example: Pressing Ctrl+Z will undo, while holding Ctrl+Z will start to undo repeatedly.

Static methods

@:value({ interval : DEFAULT_INTERVAL, delay : DEFAULT_DELAY })staticinlinebuild(inputKey:FlxKey, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL):TurboKeyHandler

@:value({ interval : DEFAULT_INTERVAL, delay : DEFAULT_DELAY })staticinlinebuild(inputKeys:Array<FlxKey>, delay:Float = DEFAULT_DELAY, interval:Float = DEFAULT_INTERVAL):TurboKeyHandler

Builds a TurboKeyHandler that monitors from a single key.

Parameters:

inputKey

The key to monitor.

delay

How long to wait before repeating.

repeatDelay

How long to wait between repeats.

Returns:

A TurboKeyHandler

Variables

@:value(false)read onlyactivated:Bool = false

Whether all of the keys for this handler are activated, and the handler is ready to repeat.

read onlyallPressed:Bool

Whether all of the keys for this handler are pressed.

Methods

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.

@:value(0)zIndex:Int = 0

Inherited Methods

Defined by FlxBasic

destroy():Void

WARNING: A destroyed FlxBasic can't be used anymore. It may even cause crashes if it is still part of a group or state. You may want to use kill() instead if you want to disable the object temporarily only and revive() it later.

This function is usually not called manually (Flixel calls it automatically during state switches for all add()ed objects).

Override this function to null out variables manually or call destroy() on class members if necessary. Don't forget to call super.destroy()!

draw():Void

Override this function to control how the object is drawn. Doing so is rarely necessary, but can be very useful.

getCameras():Array<FlxCamera>

The cameras that will draw this. Use this.cameras to set specific cameras for this object, otherwise the container's cameras are 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 the default draw cameras are returned.

Available since

5.7.0

.

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().

toString():String