AC
activatePowerup
activePowerup
addObject
addVectors
AIManager Class
alive
angleDivisions
angleIndex
anim
animDone
animPrev
arrays
AudioController Class
AudioController Constructor
autoPilot
autoPilotTimer
BACK
BASE_CRYSTAL_INTERVAL
BASE_DEBRIS_INTERVAL
BASE_POWERUP_INTERVAL
BaseGameController Class
BaseGameController Constructor
BaseInputManager Class
BaseLevelManager Class
BaseObject Class
BaseObject Constructor
BaseObjectManager Class
BaseScoreManager Class
BGManager Class
bonus
bonusTextField
Bullet Class
Bullet Constructor
calculateFrameTime
checkCollision
checkGameOver
checkInputState
checkLevelComplete
checkShipCollision
coords
copyBounds
copyVector
cosine
createBullet
createCrystal
createDebris
createPowerup
createShip
Crystal Class
Crystal Constructor
CRYSTAL_AI_AGGRESSION
CRYSTAL_AI_INTERVAL
crystalTimer
currentFrame
deactivatePowerup
Debris Class
Debris Constructor
debrisTimer
destroy
destroyObjects
die
display
displayRemaining
doneShooting
draw
drawBounds
durationTimer
effectsAudio
elapsedTime
ENERGY_BAR_WIDTH
engineClip
expire
FORWARD
FrameTimeManager Class
frameTimeMilliseconds
frameTimeTimer
friction
GameController Class
GameController Constructor
GameDepthManager Class
gameOver
GameSound Class
GameSound Constructor
gameTimeline
getArray
getArrays
getBonusTimeRemaining
getBonusTimeRemainingDisplay
getCrystalInterval
getDebrisInterval
getDistance
getFrameSeconds
getHits
getLevel
getLevelScore
getLevelTime
getLives
getMagnitude
getNextAudioClipDepth
getNextObjectDepth
getPowerupInterval
getScore
getTargetHits
getTotalScore
handleInput
hit
HIT_MULTIPLIER
hits
HUD_DEPTH
HudManager Class
inBounds
init
initialize
initialized
initTables
InputManager Class
inputState
inputTimer
insetBounds
instructions
invoke
isStreaming
keyMap
level
levelBonus
levelComplete
LevelManager Class
levelPauseTimer
levelScore
levelScoreTextField
levelTextField
levelTimer
lives
loadSound
loadXML
mainLoop
MathTables Class
MAX_AUDIO_CLIP_DEPTH
MAX_LIVES
MAX_OBJECT_DEPTH
mc
milliseconds
MIN_AUDIO_CLIP_DEPTH
MIN_OBJECT_DEPTH
minutes
move
moveObjects
moveTo
movieClipTarget
multiShot
multVectors
name
newBounds
newVector
nextAudioClipDepth
nextLevel
nextObjectDepth
normalizeVector
NUM_STATES
ObjectManager Class
onID3Detected
onSoundLoaded
over
owner
parsePhase
parseTrack
parseXML
pause
phases
PI
play
playSound
playTrack
playWhenLoaded
Powerup Class
Powerup Constructor
POWERUP_DURATION
POWERUP_LIFESPAN
PowerupManager Class
powerupTimer
processInput
processKeyboardInput
PU_AI_AGGRESSION
PU_AI_INTERVAL
PU_TIMEOUT
QUIT
RadarManager Class
readyTimer
registerSound
registerStatsTextFields
remaining
removeObject
reset
resetArray
resetLevelScore
resetLevelTimer
restartTimer
revoke
rotate
ROTATE_LEFT
ROTATE_RIGHT
scaleVector
score
ScoreManager Class
scoreTextField
SCREEN_ORIGIN
screenCoords
seconds
setAngleIndex
setAnimation
setHudVisibility
setLevel
setLevelScore
setLives
setScore
setShielded
setSize
setSoundVolume
setSpawnInfo
setTarget
setTotalScore
setVector
setVelocity
SHIELD
shieldOn
shieldPlaying
ship
Ship Class
Ship Constructor
SHIP_DEPTH
shipAudio
shipBounds
shipScreenBounds
shoot
SHOOT
shooting
showInputState
sine
size
soundClip
soundClipContainer
soundID
soundList
soundtrackAudio
SoundtrackController Class
SoundtrackController Constructor
SoundtrackXML Class
SoundtrackXML Constructor
soundURL
spawnCrystals
spawnDebris
spawnPowerups
speed
splitDebris
start
startTime
stopSoundAtEndOfLoop
stopSoundNow
subtractVectors
SUPER_SHOOT
sync
tablesInitialized
tailGun
thrust
thrustOff
thrustOn
thrustPlaying
TIME_PER_LEVEL
Timer Class
Timer Constructor
timerTextField
title
TOTAL_FRAMES
totalScore
traceTables
type
update
updateCoords
updateHits
updateLevelScore
updateLives
updateScore
USE_POWERUP
VectorMath Class
velocity
win
worldBounds
xmlDoc
xmlFile
XTRA
Documentation generated by BLDoc Community Edition from B-Line Express.