| 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 | |