Function Index
$#! · 0-9 · A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
A
 activateMultitouch
 addPhysics
 addScale, SpriteFactory
 addSpriteSetInfo, SpriteFactory
 addSpriteSheetModule, SpriteFactory
 animating, SpriteGroup
 atrace
 averageFps, Profiler
B
 blendMode, SpriteGroup
C
 copy, table
 createProfiler
 currentFps, Profiler
 currentFrame, SpriteGroup
 currentMem, Profiler
 currentTextureMem, Profiler
D
 deactivateMultitouch
 destroyProfiler
 dispose, SpriteFactory
F
 fillColor, SpriteGroup
 formatMS
 frameRate, SpriteGroup
 functionInfo
G
 getRectShape
 getShape
 getSpriteNames, SpriteGroup
I
 indexOf, table
L
 loq_declare
 loq_display
 loq_listeners
 loq_undeclared
N
 newButton
 newFactory
 newMultiSet, SpriteFactory
 newSpriteGroup, SpriteFactory
 numFrames, SpriteGroup
P
 pause, SpriteGroup
 play, SpriteGroup
 prepare, SpriteGroup
 propagateReference, SpriteGroup
R
 removeItem, table
 resize, Profiler
 rotateVec2
 runningTime, Profiler
S
 sequence, SpriteGroup
 setEnabled, SpriteButton
 setMinPrepare, SpriteFactory
 setup, SpriteButton
 string:split
T
 timeScale, SpriteGroup
U
 unrequire
X
 xinspect
local function activateMultitouch()
Enables multi-touch.
function SpriteFactory:addPhysics(_displayObj,
_physics,
_bodyType,
_properties,
_shapeName,
_xOffset,
_yOffset,
_scale)
Adds physical properties to a display object instance with a specified shape name.
function SpriteGroup:addPhysics(_physics,
_bodyType,
_properties,
_shapeName,
_scale)
Adds physical properties to the SpriteGroup instance.
local function addScale(...)
Informs the SpriteFactory that the spritesheets have additional scales available for the loaded spritesheets.
function SpriteFactory:addSpriteSetInfo(_setInfos)
Manually add sprite set info to the SpriteFactory.
function SpriteFactory:addSpriteSheetModule(...)
Adds new spritesheet modules exported from Spriteloq to this SpriteFactory.
function SpriteGroup:animating()
The status of the current animation.
function atrace(_msg,
_depth)
Prints a debugging message with a time stamp and stack trace.
function Profiler:averageFps()
Returns: Average frames per second.
function SpriteGroup:blendMode(_blendMode)
Get or set the blendMode of the SpriteGroup instance.
function table.copy(...)
Returns a shallow copy of array, i.e.
local function createProfiler(_onTop,
_collect)
Creates and returns a display instance of the profiler.
function Profiler:currentFps()
Current frames per second.
function SpriteGroup:currentFrame(_frame)
Get or set the frame of the current animation sequence.
function Profiler:currentMem()
Application memory in kilobytes
function Profiler:currentTextureMem()
Texture memory used in kilobytes.
local function deactivateMultitouch()
Disables multi-touch.
local function destroyProfiler()
Destroys the Profiler removing it from the stage.
function SpriteFactory:dispose()
Removes the sprite sheets from texture memory.
function SpriteGroup:fillColor(...)
gets or sets the fill color of the SpriteGroup instance.
function formatMS(_ms)
Format milliseconds into a string HH:MM:SS:MS
function SpriteGroup:frameRate()
Gets the frameRate of the current sprite sequence in frames per second
function functionInfo(_func)
Returns the file and line numbers for a function’s definition
function SpriteFactory:getRectShape(_sequence,
_frame,
_xOffset,
_yOffset,
_scale)
Returns a table of points that represents a rectangle shape for the sprite sequence for use as the shape property in the body data for physics.addBody.
function SpriteGroup:getRectShape(_scale)
Returns a table of points that represents a rectangle shape for the current sprite’s current frame for use as the shape property in the body data for physics.addBody.
function SpriteFactory:getShapes(_shapeName,
_xOffset,
_yOffset,
_scale)
Returns an array of polygon vertices that can be used as the shape data for physics bodies.
function SpriteGroup:getShapes(_shapeName,
_scale)
Returns an array of polygon vertices that can be used as the shape data for physics bodies.
function SpriteGroup:getSpriteNames()
A table of the names of the playable sprite animations.
function table.indexOf(_t,
_item)
Searches a table for an item and returns its index or nil if not found
function loq_declare (_name,
_initval)
Used to declare global values.
function loq_display(_d)
Adds functions to the display object to optimize transformations: translating, rotating, scaling.
function loq_listeners(_obj)
Uses adds event dispatching to the object.
function loq_undeclared(_name)
Checks if a string name of a variable has been declared as a global.
local function newButton(paramObj)
A function that takes a constructor table to create a new SpriteButton.
local function newFactory(...)
Creates a new factory for creating SpriteGroup instances.
function SpriteFactory:newMultiSet(_modules,
_spriteInfo)
Used to stitch multiple sprite module’s sprite sheet’s into one set.
function SpriteFactory:newSpriteGroup(_spriteName)
Creates a SpriteGroup instance.
function SpriteGroup:numFrames()
Gets the number of frames in the current sprite sequence
function SpriteGroup:pause()
Pauses the current sprite animation.
function SpriteGroup:play(_spriteName,
_keep)
Plays prepares and plays a sprite animation.
function SpriteGroup:prepare(_spriteName)
Switches the sprite sequence, but does not play it.
function SpriteGroup:propagateReference(_target)
Copies the reference point of the SpriteGroup to target display object and resets the reference point of the the internal sprites sprite to 0, 0
function table.removeItem(_t,
_item)
Searches a table for an item and removes it if present.
function Profiler:resize()
Resize the Profiler to adjust it to the display’s orientation.
function rotateVec2(_degrees,
_x,
_y)
Rotates vector components x, y through an angle.
function Profiler:runningTime()
Running time of the application in seconds.
function SpriteGroup:sequence()
The name of the current animation.
Used to enable or disable the touch events on the button and change its visual state.
local function setMinPrepare(_state)
If set to true then any new SpriteGroups created will use a minimal set of instructions to prepare the SpriteGroup.
Sets the display of the button to the state passed in or the current state if none passed in.
function string:split(sSeparator,
nMax,
bRegexp)
Splits the string using with a separator
function SpriteGroup:timeScale(_timeScale)
Get or set the timeScale of the SpriteGroup instance.
function unrequire(m)
Removes a required lua file from the loaded packages to free up application memory.
function xinspect(_t)
Returns a nicely formated string with the properties and contents listed of the parameter passed in.
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