FlixelAction
View sourceclass
org.flixelgdx.input.action.FlixelAction
Base type for a named logical control inside a FlixelActionSet.
Concrete types are FlixelActionDigital (boolean, many FlixelDigitalBindings OR'd together) and FlixelActionAnalog (2D vector from keys and gamepad axes, optional Steam vector merge). Subclasses are updated by the owning set's FlixelActionSet.update(float) and finalized by FlixelActionSet.endFrame().
The FlixelAction.getName() string is used for Steam Input alignment and logging; keep names stable if players rebind or use cloud profiles.
Hold-repeat
holdDelay and holdInterval control autorepeat timing used by FlixelActionDigital.held() and FlixelActionAnalog.flickedRepeating(). Set them before the game loop starts if the defaults do not suit your game:
navigate.setHoldDelay(0.4f); // Wait 400 ms before the first repeat...
navigate.setHoldInterval(0.08f); // ...then fire every 80 ms while held.
Constructors
FlixelAction(String)
Fields
callback
Optional edge callback; assign once to avoid per-frame allocations.
active
When false, this action stays inactive and reads false or zero.
Methods
getName()
Logical name for Steam manifest alignment and debugging.
Returns: Non-null name string.