com.Components.HealthBar

MovieClip
com.Components.HealthBar
Summary
com.Components.HealthBar
Variables
STATTEXT_PERCENT
STATTEXT_NUMBER
AEGIS_PSYCHIC
AEGIS_TECH
AEGIS_DEMONIC
m_Dynel
m_GroupElement
m_Character
m_CurrentStatID
m_MaxStatID
m_BoostStatID
m_PinkShieldStatID
m_BlueShieldStatID
m_RedShieldStatID
m_PinkShieldAbsoluteStatID
m_BlueShieldAbsoluteStatID
m_RedShieldAbsoluteStatID
m_PinkShieldPercentStatID
m_BlueShieldPercentStatID
m_RedShieldPercentStatID
m_PlayerShieldTypeStatID
m_PlayerShieldCurrentStatID
m_PlayerShieldMaxStatID
m_AegisDamageTypeStatID
m_ShieldsOnTop
m_Max
m_Current
m_Boost
m_BoostMask
m_Text
m_Bar
m_ShieldBar
m_SecondShield
m_ThirdShield
m_AegisDamageType
m_AlwaysVisible
m_IsPlayer
m_ShowText
m_TextType
m_TweenTime
m_TweenLimitPercent
m_ShowHPUnderAegis
m_ShowAegisValues
Functions
HealthBar
SetDyneltrace(“healthbar initiated”)
SlotCharacterEntered
SlotCharacterExited
SetBarScalesets the scaling of the bar and repositions the textfield, this will also scale the textfield (uniformly) based on the input
SetGroupElement
SetCharacter
ClearBartrace(“SetCharacter “+character)
SlotStatChangedlistens to a change in stats.
SetMaxgets tha max and sets this as a member used to calculate the percent of health left (0 - 100, used for the _xscale)
SetCurrentUpdates the stat text and bar
UpdateEnemyShields
UpdateCurrentEnemyShield
UpdatePlayerShields
UpdateStatTextUpdates the text that overlays the healthbar updates it as percent or real numbers
UpdateStatBar
UpdateAegisDamageType
Hide
Show
SetShowTextshow the text
SetTextTypeHow to display the text, as numbers or percent
PositionUpcomingShields
SetShieldsOnTop

Variables

STATTEXT_PERCENT

public static var STATTEXT_PERCENT: Number

STATTEXT_NUMBER

public static var STATTEXT_NUMBER: Number

AEGIS_PSYCHIC

private static var AEGIS_PSYCHIC

AEGIS_TECH

private static var AEGIS_TECH

AEGIS_DEMONIC

private static var AEGIS_DEMONIC

m_Dynel

private var m_Dynel: Dynel

m_GroupElement

private var m_GroupElement: GroupElement

m_Character

private var m_Character: Character

m_CurrentStatID

private var m_CurrentStatID: Number

m_MaxStatID

private var m_MaxStatID: Number

m_BoostStatID

private var m_BoostStatID: Number

m_PinkShieldStatID

private var m_PinkShieldStatID: Number

m_BlueShieldStatID

private var m_BlueShieldStatID: Number

m_RedShieldStatID

private var m_RedShieldStatID: Number

m_PinkShieldAbsoluteStatID

private var m_PinkShieldAbsoluteStatID: Number

m_BlueShieldAbsoluteStatID

private var m_BlueShieldAbsoluteStatID: Number

m_RedShieldAbsoluteStatID

private var m_RedShieldAbsoluteStatID: Number

m_PinkShieldPercentStatID

private var m_PinkShieldPercentStatID: Number

m_BlueShieldPercentStatID

private var m_BlueShieldPercentStatID: Number

m_RedShieldPercentStatID

private var m_RedShieldPercentStatID: Number

m_PlayerShieldTypeStatID

private var m_PlayerShieldTypeStatID: Number

m_PlayerShieldCurrentStatID

private var m_PlayerShieldCurrentStatID: Number

m_PlayerShieldMaxStatID

private var m_PlayerShieldMaxStatID: Number

m_AegisDamageTypeStatID

private var m_AegisDamageTypeStatID: Number

m_ShieldsOnTop

private var m_ShieldsOnTop: Boolean

m_Max

private var m_Max: Number

m_Current

private var m_Current: Number

m_Boost

private var m_Boost: Number

m_BoostMask

private var m_BoostMask: MovieClip

m_Text

private var m_Text: TextField

m_Bar

private var m_Bar: MovieClip

m_ShieldBar

private var m_ShieldBar: MovieClip

m_SecondShield

private var m_SecondShield: MovieClip

m_ThirdShield

private var m_ThirdShield: MovieClip

m_AegisDamageType

private var m_AegisDamageType: MovieClip

m_AlwaysVisible

private var m_AlwaysVisible: Boolean

m_IsPlayer

private var m_IsPlayer: Boolean

m_ShowText

private var m_ShowText: Boolean

m_TextType

private var m_TextType: Number

m_TweenTime

private var m_TweenTime: Number

m_TweenLimitPercent

private var m_TweenLimitPercent: Number

m_ShowHPUnderAegis

private var m_ShowHPUnderAegis: DistributedValue

m_ShowAegisValues

private var m_ShowAegisValues: DistributedValue

Functions

HealthBar

public function HealthBar()

SetDynel

public function SetDynel(dynel: Dynel)

trace(“healthbar initiated”)

SlotCharacterEntered

function SlotCharacterEntered()

SlotCharacterExited

function SlotCharacterExited()

SetBarScale

public function SetBarScale(xscale: Number,
yscale: Number,
textScale: Number,
dotScale: Number)

sets the scaling of the bar and repositions the textfield, this will also scale the textfield (uniformly) based on the input

Parameters

xscale:Number - The xscale
yscale:Number - the yscale
scaleText:Number [opt] -the scale of text, if omitted no scaling will occur

SetGroupElement

public function SetGroupElement(groupElement: GroupElement)

SetCharacter

public function SetCharacter(character: Character)

ClearBar

private function ClearBar( )

trace(“SetCharacter “+character)

SlotStatChanged

private function SlotStatChanged(stat: Number,
value: Number)

listens to a change in stats.

Parameters

p_stat:Number - The type of stat, defined in the Stat Enum
p_value:Number - The value of the stat

SetMax

private function SetMax(maxStat: Number,
snap: Boolean) : Void

gets tha max and sets this as a member used to calculate the percent of health left (0 - 100, used for the _xscale)

Parameters

maxStat:String - the max stat as a string

Returns

void

SetCurrent

private function SetCurrent(currentValue: Number,
boostValue: Number,
snap: Boolean) : Void

Updates the stat text and bar

Parameters

stat:String - the health as a string

Returns

void

UpdateEnemyShields

private function UpdateEnemyShields()

UpdateCurrentEnemyShield

private function UpdateCurrentEnemyShield(currentShield: Number,
currentAbsolute: Number,
currentPercent: Number)

UpdatePlayerShields

private function UpdatePlayerShields()

UpdateStatText

private function UpdateStatText()

Updates the text that overlays the healthbar updates it as percent or real numbers

UpdateStatBar

private function UpdateStatBar(snap: Boolean)

UpdateAegisDamageType

private function UpdateAegisDamageType()

Hide

public function Hide()

Show

public function Show()

SetShowText

public function SetShowText(showText: Boolean)

show the text

Parameters

showText:Boolean - Show the text or not

SetTextType

public function SetTextType(textType: Number)

How to display the text, as numbers or percent

Parameters

textType:Number - How is the text displayed, using the static HealtBar.STATTEXT_...

PositionUpcomingShields

private function PositionUpcomingShields(top: Boolean)

SetShieldsOnTop

public function SetShieldsOnTop(top: Boolean)
public static var STATTEXT_PERCENT: Number
public static var STATTEXT_NUMBER: Number
private static var AEGIS_PSYCHIC
private static var AEGIS_TECH
private static var AEGIS_DEMONIC
private var m_Dynel: Dynel
private var m_GroupElement: GroupElement
private var m_Character: Character
private var m_CurrentStatID: Number
private var m_MaxStatID: Number
private var m_BoostStatID: Number
private var m_PinkShieldStatID: Number
private var m_BlueShieldStatID: Number
private var m_RedShieldStatID: Number
private var m_PinkShieldAbsoluteStatID: Number
private var m_BlueShieldAbsoluteStatID: Number
private var m_RedShieldAbsoluteStatID: Number
private var m_PinkShieldPercentStatID: Number
private var m_BlueShieldPercentStatID: Number
private var m_RedShieldPercentStatID: Number
private var m_PlayerShieldTypeStatID: Number
private var m_PlayerShieldCurrentStatID: Number
private var m_PlayerShieldMaxStatID: Number
private var m_AegisDamageTypeStatID: Number
private var m_ShieldsOnTop: Boolean
private var m_Max: Number
private var m_Current: Number
private var m_Boost: Number
private var m_BoostMask: MovieClip
private var m_Text: TextField
private var m_Bar: MovieClip
private var m_ShieldBar: MovieClip
private var m_SecondShield: MovieClip
private var m_ThirdShield: MovieClip
private var m_AegisDamageType: MovieClip
private var m_AlwaysVisible: Boolean
private var m_IsPlayer: Boolean
private var m_ShowText: Boolean
private var m_TextType: Number
private var m_TweenTime: Number
private var m_TweenLimitPercent: Number
private var m_ShowHPUnderAegis: DistributedValue
private var m_ShowAegisValues: DistributedValue
public function HealthBar()
public function SetDynel(dynel: Dynel)
trace(“healthbar initiated”)
function SlotCharacterEntered()
function SlotCharacterExited()
public function SetBarScale(xscale: Number,
yscale: Number,
textScale: Number,
dotScale: Number)
sets the scaling of the bar and repositions the textfield, this will also scale the textfield (uniformly) based on the input
public function SetGroupElement(groupElement: GroupElement)
public function SetCharacter(character: Character)
private function ClearBar( )
trace(“SetCharacter “+character)
private function SlotStatChanged(stat: Number,
value: Number)
listens to a change in stats.
private function SetMax(maxStat: Number,
snap: Boolean) : Void
gets tha max and sets this as a member used to calculate the percent of health left (0 - 100, used for the _xscale)
private function SetCurrent(currentValue: Number,
boostValue: Number,
snap: Boolean) : Void
Updates the stat text and bar
private function UpdateEnemyShields()
private function UpdateCurrentEnemyShield(currentShield: Number,
currentAbsolute: Number,
currentPercent: Number)
private function UpdatePlayerShields()
private function UpdateStatText()
Updates the text that overlays the healthbar updates it as percent or real numbers
private function UpdateStatBar(snap: Boolean)
private function UpdateAegisDamageType()
public function Hide()
public function Show()
public function SetShowText(showText: Boolean)
show the text
public function SetTextType(textType: Number)
How to display the text, as numbers or percent
private function PositionUpcomingShields(top: Boolean)
public function SetShieldsOnTop(top: Boolean)
Close