| Package | flexlib.controls |
| Class | public class Fire |
| Inheritance | Fire mx.core.UIComponent |
| Property | Defined By | ||
|---|---|---|---|
| angle : Number
The angle that is used to generate the radial gradient that is used for the
| Fire | ||
| color : uint
Fire can be customized to display in any color by setting the color property. | Fire | ||
| colors : Array
An array of colors that will color the Flame. | Fire | ||
| delay : Number
The delay in ms between visual updates. | Fire | ||
| detail : int
Level of detail for the flame. | Fire | ||
| displacementScaleX : Number
The scaleX factor that is used to generate the DisplacementMapFilter. | Fire | ||
| displacementScaleY : Number
The scaleY factor that is used to generate the DisplacementMapFilter. | Fire | ||
| fireBlendMode : String
The blendMode to use for the Flame object. | Fire | ||
| hFactor : Number
Determines how much "distortion" there is vertically. | Fire | ||
| wFactor : Number
Determines how much "distortion" there is horizontally. | Fire | ||
| xSpeed : Number = 0
The speed of the flame moving horizontally. | Fire | ||
| ySpeed : Number = 1
The speed of the flame moving vertically. | Fire | ||
| Method | Defined By | ||
|---|---|---|---|
startBurning():void
Re-starts the animated flame animation, if it has been previously stopped by using the
stopBurning funtion. | Fire | ||
stopBurning():void
Stops the animated flame burning. | Fire | ||
| Method | Defined By | ||
|---|---|---|---|
createChildren():void [override] | Fire | ||
createInput(g:Graphics, w:Number, h:Number):void
Creates the base bitmap that we're going to be applying the DisplacementMapFilter to. | Fire | ||
makeNoise(event:Event):void
Rawr! OK, not that type of noise. | Fire | ||
updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):void [override] | Fire | ||
| angle | property |
angle:NumberThe angle that is used to generate the radial gradient that is used for the
public function get angle():Number public function set angle(value:Number):void| color | property |
color:uintFire can be customized to display in any color by setting the <codeph>color</codeph> property. You can also use the <codeph>colors</codeph> property to set an array of colors. If you set <codeph>color</codeph> instead of <codeph>colors</codeph> then it is the same as setting <codeph>colors</codeph> to an array with only one color.
This property can be used as the source for data binding.
public function get color():uint public function set color(value:uint):void| colors | property |
colors:ArrayAn array of colors that will color the Flame. You can specify any number of colors, they will form a gradient from one to the other. The colors are ordered from the inside of the flame toward the outside.
This property can be used as the source for data binding.
public function get colors():Array public function set colors(value:Array):void| delay | property |
delay:NumberThe delay in ms between visual updates. Setting this to a higher number will slow the visual updating, maybe enhancing performance. Setting this to 0 makes the effect run based on the <codeph>ENTER_FRAME</codeph> event. If you set this to anything higher than 0 you will see choppiness in the effect (the higher the number the less smooth).
This property can be used as the source for data binding.
public function get delay():Number public function set delay(value:Number):void| detail | property |
detail:intLevel of detail for the flame. What this is actually doing is using this number as the <codeph>octave</codeph> parameter for the perlinNoise function. Be careful with values over 3 or 4, the CPU usage increases as this property increases. And if you go over about 5 it's hard to see much of a visual difference.
public function get detail():int public function set detail(value:int):void| displacementScaleX | property |
displacementScaleX:NumberThe <codeph>scaleX</codeph> factor that is used to generate the DisplacementMapFilter.
This property can be used as the source for data binding.
public function get displacementScaleX():Number public function set displacementScaleX(value:Number):void| displacementScaleY | property |
displacementScaleY:NumberThe <codeph>scaleY</codeph> factor that is used to generate the DisplacementMapFilter.
The default value is 50.
This property can be used as the source for data binding.
public function get displacementScaleY():Number public function set displacementScaleY(value:Number):void| fireBlendMode | property |
fireBlendMode:StringThe blendMode to use for the Flame object.
The default value is BlendMode.SCREEN.
This property can be used as the source for data binding.
public function get fireBlendMode():String public function set fireBlendMode(value:String):void| hFactor | property |
hFactor:NumberDetermines how much "distortion" there is vertically. Values must be greater than 0.
This property can be used as the source for data binding.
public function get hFactor():Number public function set hFactor(value:Number):void| wFactor | property |
wFactor:NumberDetermines how much "distortion" there is horizontally. Values must be greater than 0.
This property can be used as the source for data binding.
public function get wFactor():Number public function set wFactor(value:Number):void| xSpeed | property |
public var xSpeed:Number = 0The speed of the flame moving horizontally. Use a positive number to have the flame appear to go left. A negatrive number will make it go right.
| ySpeed | property |
public var ySpeed:Number = 1The speed of the flame moving vertically. Use a positive number to have the flame appear to go up. A negatrive number will make it go downward.
| createChildren | () | method |
override protected function createChildren():void| createInput | () | method |
protected function createInput(g:Graphics, w:Number, h:Number):voidCreates the base bitmap that we're going to be applying the DisplacementMapFilter to. Override this to create different types of Fire (or water) effects.
Parameters
g:Graphics | |
w:Number | |
h:Number |
| makeNoise | () | method |
protected function makeNoise(event:Event):voidRawr! OK, not that type of noise. This does all the heavy lifting to create the fire effect. If you wanted to extend this component and use your own algorithm for distortion, you can override this method. This method should set the <codeph>bitmapData</codeph> of the <codeph>output</codeph> variable.
Parameters
event:Event |
| startBurning | () | method |
public function startBurning():voidRe-starts the animated flame animation, if it has been previously stopped by using the <codeph>stopBurning</codeph> funtion.
| stopBurning | () | method |
public function stopBurning():voidStops the animated flame burning. The component will remain with the last flame image that was generated.
| updateDisplayList | () | method |
override protected function updateDisplayList(unscaledWidth:Number, unscaledHeight:Number):voidParameters
unscaledWidth:Number | |
unscaledHeight:Number |