boundCheck() | lstg::GameObjectBentLaser | |
clear() | lstg::GameObjectBentLaser | |
collisionCheck(local x, local y) | lstg::GameObjectBentLaser | |
collisionCheckExtendWidth(local x, local y, local extend) | lstg::GameObjectBentLaser | |
create() | lstg::GameObjectBentLaser | |
getColorMixMode() | lstg::GameObjectBentLaser | |
getColorMode() | lstg::GameObjectBentLaser | |
getDefaultColor() | lstg::GameObjectBentLaser | |
getDefaultWidth() | lstg::GameObjectBentLaser | |
getLength() | lstg::GameObjectBentLaser | |
getLengthLimit() | lstg::GameObjectBentLaser | |
getNodeColor(local i) | lstg::GameObjectBentLaser | |
getNodeCount() | lstg::GameObjectBentLaser | |
getNodeLength(local i) | lstg::GameObjectBentLaser | |
getNodeLimit() | lstg::GameObjectBentLaser | |
getNodePosition(local i) | lstg::GameObjectBentLaser | |
getNodeWidth(local i) | lstg::GameObjectBentLaser | |
getRenderScale() | lstg::GameObjectBentLaser | |
popHead(local n) | lstg::GameObjectBentLaser | |
popTail(local n) | lstg::GameObjectBentLaser | |
pushHead(local x, local y, local width, local color) | lstg::GameObjectBentLaser | |
pushTail(local x, local y, local width, local color) | lstg::GameObjectBentLaser | |
render(local texture, local blend, local color, local tex_left, local tex_top, local tex_width, local tex_height) | lstg::GameObjectBentLaser | |
reset() | lstg::GameObjectBentLaser | |
setAllColor(local color) | lstg::GameObjectBentLaser | |
setAllWidth(local width) | lstg::GameObjectBentLaser | |
setColorMode(local mode, local mixMode) | lstg::GameObjectBentLaser | |
setDefaultColor(local color) | lstg::GameObjectBentLaser | |
setDefaultWidth(local width) | lstg::GameObjectBentLaser | |
setLengthLimit(local v) | lstg::GameObjectBentLaser | |
setNodeColor(local i, local color) | lstg::GameObjectBentLaser | |
setNodeLimit(local n) | lstg::GameObjectBentLaser | |
setNodePosition(local i, local x, local y) | lstg::GameObjectBentLaser | |
setNodeWidth(local i, local width) | lstg::GameObjectBentLaser | |
setRenderScale(local scale) | lstg::GameObjectBentLaser | |
strictCollisionCheck(local x, local y) | lstg::GameObjectBentLaser | |