Package | org.flixel |
Class | public class FlxBasic |
Inheritance | FlxBasic Object |
Subclasses | DebugPathDisplay, FlxCamera, FlxGroup, FlxObject, FlxSound, TimerManager |
FlxObject
and FlxGroup
extend this class,
as do the plugins. Has no size, position or graphical data.
Property | Defined By | ||
---|---|---|---|
active : Boolean
Controls whether update() is automatically called by FlxState/FlxGroup. | FlxBasic | ||
_ACTIVECOUNT : uint [static] | FlxBasic | ||
alive : Boolean
Useful state for many game objects - "dead" (!alive) vs alive. | FlxBasic | ||
cameras : Array
An array of camera objects that this object will use during draw(). | FlxBasic | ||
exists : Boolean
Controls whether update() and draw() are automatically called by FlxState/FlxGroup. | FlxBasic | ||
ID : int
IDs seem like they could be pretty useful, huh?
They're not actually used for anything yet though. | FlxBasic | ||
ignoreDrawDebug : Boolean
Setting this to true will prevent the object from appearing
when the visual debug mode in the debugger overlay is toggled on. | FlxBasic | ||
visible : Boolean
Controls whether draw() is automatically called by FlxState/FlxGroup. | FlxBasic | ||
_VISIBLECOUNT : uint [static] | FlxBasic |
Method | Defined By | ||
---|---|---|---|
FlxBasic()
Instantiate the basic flixel object. | FlxBasic | ||
destroy():void
Override this function to null out variables or manually call
destroy() on class members if necessary. | FlxBasic | ||
draw():void
Override this function to control how the object is drawn. | FlxBasic | ||
Override this function to draw custom "debug mode" graphics to the
specified camera while the debugger's visual mode is toggled on. | FlxBasic | ||
kill():void
Handy function for "killing" game objects. | FlxBasic | ||
postUpdate():void
Post-update is called right after update() on each object in the game loop. | FlxBasic | ||
preUpdate():void
Pre-update is called right before update() on each object in the game loop. | FlxBasic | ||
revive():void
Handy function for bringing game objects "back to life". | FlxBasic | ||
toString():String
Convert object to readable string name. | FlxBasic | ||
update():void
Override this function to update your class's position and appearance. | FlxBasic |
_ACTIVECOUNT | property |
public static var _ACTIVECOUNT:uint
_VISIBLECOUNT | property |
public static var _VISIBLECOUNT:uint
active | property |
public var active:Boolean
Controls whether update()
is automatically called by FlxState/FlxGroup.
alive | property |
public var alive:Boolean
Useful state for many game objects - "dead" (!alive) vs alive.
kill()
and revive()
both flip this switch (along with exists, but you can override that).
cameras | property |
public var cameras:Array
An array of camera objects that this object will use during draw()
.
This value will initialize itself during the first draw to automatically
point at the main camera list out in FlxG
unless you already set it.
You can also change it afterward too, very flexible!
exists | property |
public var exists:Boolean
Controls whether update()
and draw()
are automatically called by FlxState/FlxGroup.
ID | property |
public var ID:int
IDs seem like they could be pretty useful, huh? They're not actually used for anything yet though.
ignoreDrawDebug | property |
public var ignoreDrawDebug:Boolean
Setting this to true will prevent the object from appearing when the visual debug mode in the debugger overlay is toggled on.
visible | property |
public var visible:Boolean
Controls whether draw()
is automatically called by FlxState/FlxGroup.
FlxBasic | () | Constructor |
public function FlxBasic()
Instantiate the basic flixel object.
destroy | () | method |
public function destroy():void
Override this function to null out variables or manually call
destroy()
on class members if necessary.
Don't forget to call super.destroy()
!
draw | () | method |
public function draw():void
Override this function to control how the object is drawn.
Overriding draw()
is rarely necessary, but can be very useful.
drawDebug | () | method |
public function drawDebug(Camera:FlxCamera = null):void
Override this function to draw custom "debug mode" graphics to the specified camera while the debugger's visual mode is toggled on.
Parameters
Camera:FlxCamera (default = null ) — Which camera to draw the debug visuals to.
|
kill | () | method |
public function kill():void
Handy function for "killing" game objects. Default behavior is to flag them as nonexistent AND dead. However, if you want the "corpse" to remain in the game, like to animate an effect or whatever, you should override this, setting only alive to false, and leaving exists true.
postUpdate | () | method |
public function postUpdate():void
Post-update is called right after update()
on each object in the game loop.
preUpdate | () | method |
public function preUpdate():void
Pre-update is called right before update()
on each object in the game loop.
revive | () | method |
public function revive():void
Handy function for bringing game objects "back to life". Just sets alive and exists back to true.
In practice, this function is most often called by FlxObject.reset()
.
toString | () | method |
public function toString():String
Convert object to readable string name. Useful for debugging, save games, etc.
ReturnsString |
update | () | method |
public function update():void
Override this function to update your class's position and appearance. This is where most of your game rules and behavioral code will go.