Packageorg.cove.ape
Classpublic class WheelParticle
InheritanceWheelParticle Inheritance CircleParticle Inheritance AbstractParticle Inheritance AbstractItem

A particle that simulates the behavior of a wheel



Public Properties
 PropertyDefined by
 InheritedalwaysRepaint : Boolean
For performance, fixed Particles and SpringConstraints don't have their paint() method called in order to avoid unnecessary redrawing.
AbstractItem
  angle : Number
[read-only] The rotation of the wheel in degrees.
WheelParticle
  angularVelocity : Number
The angular velocity of the WheelParticle.
WheelParticle
 Inheritedcenter : Vector
Returns A Vector of the current location of the particle
AbstractParticle
 Inheritedcollidable : Boolean
Determines if the particle can collide with other particles or constraints.
AbstractParticle
 Inheritedelasticity : Number
The elasticity of the particle.
AbstractParticle
 Inheritedfixed : Boolean
The fixed state of the particle.
AbstractParticle
 Inheritedfriction : Number
The surface friction of the particle.
AbstractParticle
 Inheritedmass : Number
The mass of the particle.
AbstractParticle
 Inheritedmultisample : int
Determines the number of intermediate position steps checked for collision each cycle.
AbstractParticle
 Inheritedposition : Vector
The position of the particle.
AbstractParticle
 Inheritedpx : Number
The x position of this particle
AbstractParticle
 Inheritedpy : Number
The y position of this particle
AbstractParticle
  radian : Number
[read-only] The rotation of the wheel in radians.
WheelParticle
 Inheritedradius : Number
The radius of the particle.
CircleParticle
  speed : Number
The speed of the WheelParticle.
WheelParticle
 Inheritedsprite : Sprite
Provides a Sprite to use as a container for drawing or adding children.
AbstractItem
  traction : Number
The amount of traction during a collision.
WheelParticle
 Inheritedvelocity : Vector
The velocity of the particle.
AbstractParticle
 Inheritedvisible : Boolean
The visibility of the item.
AbstractItem
Public Methods
 MethodDefined by
  
WheelParticle(x:Number, y:Number, radius:Number, fixed:Boolean = false, mass:Number = 1, elasticity:Number = 0.3, friction:Number = 0, traction:Number = 1)
WheelParticle
 Inherited
addForce(f:Vector):void
Adds a force to the particle.
AbstractParticle
 Inherited
Adds a 'massless' force to the particle.
AbstractParticle
 Inherited
cleanup():void
This method is called automatically when an item's parent group is removed from the APEngine.
AbstractItem
  
init():void
Sets up the visual representation of this particle.
WheelParticle
  
paint():void
The default paint method for the particle.
WheelParticle
 Inherited
setDisplay(d:DisplayObject, offsetX:Number = 0, offsetY:Number = 0, rotation:Number = 0):void
Assigns a DisplayObject to be used when painting this particle.
AbstractParticle
 Inherited
setFill(color:uint = 0xffffff, alpha:Number = 1):void
Sets the style of the fill for this Item.
AbstractItem
 Inherited
setLine(thickness:Number = 0, color:uint = 0x000000, alpha:Number = 1):void
Sets the style of the line for this Item.
AbstractItem
 Inherited
setStyle(lineThickness:Number = 0, lineColor:uint = 0x000000, lineAlpha:Number = 1, fillColor:uint = 0xffffff, fillAlpha:Number = 1):void
Sets the line and fill of this Item.
AbstractItem
  
update(dt:Number):void
WheelParticle
Property detail
angleproperty
angle:Number  [read-only]

The rotation of the wheel in degrees.

Implementation
    public function get angle():Number
angularVelocityproperty 
angularVelocity:Number  [read-write]

The angular velocity of the WheelParticle. You can alter this value to make the WheelParticle spin.

Implementation
    public function get angularVelocity():Number
    public function set angularVelocity(value:Number):void
radianproperty 
radian:Number  [read-only]

The rotation of the wheel in radians.

Implementation
    public function get radian():Number
speedproperty 
speed:Number  [read-write]

The speed of the WheelParticle. You can alter this value to make the WheelParticle spin.

Implementation
    public function get speed():Number
    public function set speed(value:Number):void
tractionproperty 
traction:Number  [read-write]

The amount of traction during a collision. This property controls how much traction is applied when the WheelParticle is in contact with another particle. If the value is set to 0, there will be no traction and the WheelParticle will behave as if the surface was totally slippery, like ice. Values should be between 0 and 1.

Note that the friction property behaves differently than traction. If the surface friction is set high during a collision, the WheelParticle will move slowly as if the surface was covered in glue.

Implementation
    public function get traction():Number
    public function set traction(value:Number):void
Constructor detail
WheelParticle()constructor
public function WheelParticle(x:Number, y:Number, radius:Number, fixed:Boolean = false, mass:Number = 1, elasticity:Number = 0.3, friction:Number = 0, traction:Number = 1)

Parameters
x:Number — The initial x position.
 
y:Number — The initial y position.
 
radius:Number — The radius of this particle.
 
fixed:Boolean (default = false) — Determines if the particle is fixed or not. Fixed particles are not affected by forces or collisions and are good to use as surfaces. Non-fixed particles move freely in response to collision and forces.
 
mass:Number (default = 1) — The mass of the particle
 
elasticity:Number (default = 0.3) — The elasticity of the particle. Higher values mean more elasticity.
 
friction:Number (default = 0) — The surface friction of the particle.
 
traction:Number (default = 1) — The surface traction of the particle.

Note that WheelParticles can be fixed but rotate freely.

Method detail
init()method
public override function init():void

Sets up the visual representation of this particle. This method is automatically called when an particle is added to the engine.

paint()method 
public override function paint():void

The default paint method for the particle. Note that you should only use the default painting methods for quick prototyping. For anything beyond that you should always write your own classes that either extend one of the APE particle and constraint classes, or is a composite of them. Then within that class you can define your own custom painting method.

update()method 
public override function update(dt:Number):void

Parameters
dt:Number