Packageorg.flixel
Classpublic class FlxG
InheritanceFlxG Inheritance Object

This is a global helper class full of useful functions for audio, input, basic info, and the camera system among other things. Utilities for maths and color and things can be found in FlxU. FlxG is specifically for Flixel-specific properties.



Public Properties
 PropertyDefined By
  bgColor : uint
[static] Get and set the background color of the game.
FlxG
  camera : FlxCamera
[static] By default this just refers to the first entry in the cameras array declared above, but you can do what you like with it.
FlxG
  cameras : Array
[static] An array of FlxCamera objects that are used to draw stuff.
FlxG
  debug : Boolean
[static] Whether you are running in Debug or Release mode.
FlxG
  elapsed : Number
[static] Represents the amount of time in seconds that passed since last frame.
FlxG
  flashFramerate : Number
[static] How many times you want your game to update each second.
FlxG
  flashGfx : Graphics
[static]
FlxG
  flashGfxSprite : Sprite
[static] Useful helper objects for doing Flash-specific rendering.
FlxG
  framerate : Number
[static] How many times you want your game to update each second.
FlxG
  _game : FlxGame
[static] Internal tracker for game object.
FlxG
  globalSeed : Number
[static] The global random number generator seed (for deterministic behavior in recordings and saves).
FlxG
  height : uint
[static] The height of the screen in game pixels.
FlxG
  keys : Keyboard
[static] A reference to a FlxKeyboard object.
FlxG
  level : int
[static]
FlxG
  levels : Array
[static] FlxG.levels and FlxG.scores are generic global variables that can be used for various cross-state stuff.
FlxG
  LIBRARY_MAJOR_VERSION : uint = 2
[static] Assign a major version to your library.
FlxG
  LIBRARY_MINOR_VERSION : uint = 55
[static] Assign a minor version to your library.
FlxG
  LIBRARY_NAME : String = flixel
[static] If you build and maintain your own version of flixel, you can give it your own name here.
FlxG
  mobile : Boolean
[static] Setting this to true will disable/skip stuff that isn't necessary for mobile platforms like Android.
FlxG
  mouse : Mouse
[static] A reference to a FlxMouse object.
FlxG
  music : FlxSound
[static] A handy container for a background music object.
FlxG
  mute : Boolean
[static] Whether or not the game sounds are muted.
FlxG
  paused : Boolean
[static] Handy shared variable for implementing your own pause behavior.
FlxG
  plugins : Array
[static] An array container for plugins.
FlxG
  save : int
[static]
FlxG
  saves : Array
[static] FlxG.saves is a generic bucket for storing FlxSaves so you can access them whenever you want.
FlxG
  score : int
[static]
FlxG
  scores : Array
[static]
FlxG
  sounds : FlxGroup
[static] A list of all the sounds being played in the game.
FlxG
  stage : Stage
[static] [read-only] Read-only: retrieves the Flash stage object (required for event listeners) Will be null if it's not safe/useful yet.
FlxG
  state : FlxState
[static] [read-only] Read-only: access the current game state from anywhere.
FlxG
  timeScale : Number
[static] How fast or slow time should pass in the game; default is 1.0.
FlxG
  useBufferLocking : Boolean
[static] Allows you to possibly slightly optimize the rendering process IF you are not doing any pre-processing in your game state's draw() call.
FlxG
  visualDebug : Boolean
[static] Whether to show visual debug displays or not.
FlxG
  volume : Number
[static] Set volume to a number between 0 and 1 to change the global volume.
FlxG
  volumeHandler : Function
[static] Set this hook to get a callback whenever the volume changes.
FlxG
  width : uint
[static] The width of the screen in game pixels.
FlxG
  worldBounds : FlxRect
[static] The dimensions of the game world, used by the quad tree for collisions and overlap checks.
FlxG
  worldDivisions : uint
[static] How many times the quad tree should divide the world on each axis.
FlxG
Protected Properties
 PropertyDefined By
  _cache : Object
[static] Internal storage system to prevent graphics from being used repeatedly in memory.
FlxG
  _cameraRect : Rectangle
[static] Internal helper variable for clearing the cameras each frame.
FlxG
  _volume : Number
[static] Internal volume level, used for global sound control.
FlxG
Public Methods
 MethodDefined By
  
addBitmap(Graphic:Class, Reverse:Boolean = false, Unique:Boolean = false, Key:String = null):BitmapData
[static] Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.
FlxG
  
[static] Add a new camera object to the game.
FlxG
  
[static] Adds a new plugin to the global plugin array.
FlxG
  
checkBitmapCache(Key:String):Boolean
[static] Check the local bitmap cache to see if a bitmap with this key has been loaded already.
FlxG
  
[static] Dumps the cache's image references.
FlxG
  
collide(ObjectOrGroup1:FlxBasic = null, ObjectOrGroup2:FlxBasic = null, NotifyCallback:Function = null):Boolean
[static] Call this function to see if one FlxObject collides with another.
FlxG
  
createBitmap(Width:uint, Height:uint, Color:uint, Unique:Boolean = false, Key:String = null):BitmapData
[static] Generates a new BitmapData object (a colored square) and caches it.
FlxG
  
destroySounds(ForceDestroy:Boolean = false):void
[static] Called by FlxGame on state changes to stop and destroy sounds.
FlxG
  
[static] Used by the game object to call draw() on all the plugins.
FlxG
  
fade(Color:uint = 0xff000000, Duration:Number = 1, OnComplete:Function = null, Force:Boolean = false):void
[static] The screen is gradually filled with this color.
FlxG
  
flash(Color:uint = 0xffffffff, Duration:Number = 1, OnComplete:Function = null, Force:Boolean = false):void
[static] All screens are filled with this color and gradually return to normal.
FlxG
  
[static]
FlxG
  
getPlugin(ClassType:Class):FlxBasic
[static] Retrieves a plugin based on its class name from the global plugin array.
FlxG
  
getRandom(Objects:Array, StartIndex:uint = 0, Length:uint = 0):Object
[static] Fetch a random entry from the given array.
FlxG
  
init(Game:FlxGame, Width:uint, Height:uint, Zoom:Number):void
[static] Called by FlxGame to set up FlxG during FlxGame's constructor.
FlxG
  
loadReplay(Data:String, State:FlxState = null, CancelKeys:Array = null, Timeout:Number = 0, Callback:Function = null):void
[static] Load replay data from a string and play it back.
FlxG
  
loadSound(EmbeddedSound:Class = null, Volume:Number = 1.0, Looped:Boolean = false, AutoDestroy:Boolean = false, AutoPlay:Boolean = false, URL:String = null):FlxSound
[static] Creates a new sound object.
FlxG
  
[static] Called by the game object to lock all the camera buffers and clear them for the next draw pass.
FlxG
  
log(Data:Object):void
[static] Log data to the debugger.
FlxG
  
overlap(ObjectOrGroup1:FlxBasic = null, ObjectOrGroup2:FlxBasic = null, NotifyCallback:Function = null, ProcessCallback:Function = null):Boolean
[static] Call this function to see if one FlxObject overlaps another.
FlxG
  
[static] Pause all sounds currently playing.
FlxG
  
play(EmbeddedSound:Class, Volume:Number = 1.0, Looped:Boolean = false, AutoDestroy:Boolean = true):FlxSound
[static] Creates a new sound object from an embedded Class object.
FlxG
  
playMusic(Music:Class, Volume:Number = 1.0):void
[static] Set up and play a looping background soundtrack.
FlxG
  
random():Number
[static] Generates a random number.
FlxG
  
recordReplay(StandardMode:Boolean = true):void
[static] Resets the game or state and requests a new recording.
FlxG
  
reloadReplay(StandardMode:Boolean = true):void
[static] Resets the game or state and replay requested flag.
FlxG
  
removeCamera(Camera:FlxCamera, Destroy:Boolean = true):void
[static] Remove a camera from the game.
FlxG
  
[static] Removes an instance of a plugin from the global plugin array.
FlxG
  
removePluginType(ClassType:Class):Boolean
[static] Removes an instance of a plugin from the global plugin array.
FlxG
  
reset():void
[static] Called whenever the game is reset, doesn't have to do quite as much work as the basic initialization stuff.
FlxG
  
resetCameras(NewCamera:FlxCamera = null):void
[static] Dumps all the current cameras and resets to just one camera.
FlxG
  
[static] Just resets the debugger windows to whatever the last selected layout was (DEBUGGER_STANDARD by default).
FlxG
  
resetGame():void
[static] Like hitting the reset button on a game console, this will re-launch the game as if it just started.
FlxG
  
resetInput():void
[static] Reset the input helper objects (useful when changing screens or states)
FlxG
  
resetState():void
[static] Request a reset of the current game state.
FlxG
  
[static] Resume playing existing sounds.
FlxG
  
setDebuggerLayout(Layout:uint):void
[static] Change the way the debugger's windows are laid out.
FlxG
  
shake(Intensity:Number = 0.05, Duration:Number = 0.5, OnComplete:Function = null, Force:Boolean = true, Direction:uint = 0):void
[static] A simple screen-shake effect.
FlxG
  
shuffle(Objects:Array, HowManyTimes:uint):Array
[static] Shuffles the entries in an array into a new random order.
FlxG
  
stopRecording():String
[static] Stop recording the current replay and return the replay data.
FlxG
  
stopReplay():void
[static] Stops the current replay.
FlxG
  
stream(URL:String, Volume:Number = 1.0, Looped:Boolean = false, AutoDestroy:Boolean = true):FlxSound
[static] Creates a new sound object from a URL.
FlxG
  
switchState(State:FlxState):void
[static] Switch from the current game state to the one specified here.
FlxG
  
[static] Called by the game object to draw the special FX and unlock all the camera buffers.
FlxG
  
unwatch(AnyObject:Object, VariableName:String = null):void
[static] Remove a variable from the watch list in the debugger.
FlxG
  
[static] Called by the game object to update the cameras and their tracking/special effects logic.
FlxG
  
[static] Called by the game object to update the keyboard and mouse input tracking objects.
FlxG
  
[static] Used by the game object to call update() on all the plugins.
FlxG
  
[static] Called by the game loop to make sure the sounds get updated each frame.
FlxG
  
watch(AnyObject:Object, VariableName:String, DisplayName:String = null):void
[static] Add a variable to the watch list in the debugger.
FlxG
Public Constants
 ConstantDefined By
  BLACK : uint = 0xff000000
[static] And black too.
FlxG
  BLUE : uint = 0xff0090e9
[static] Blue is used to indicate non-solid objects.
FlxG
  DEBUGGER_BIG : uint = 2
[static] Debugger overlay layout preset: Large windows taking up bottom half of screen.
FlxG
  DEBUGGER_LEFT : uint = 4
[static] Debugger overlay layout preset: Large windows taking up left third of screen.
FlxG
  DEBUGGER_MICRO : uint = 1
[static] Debugger overlay layout preset: Tiny windows in the screen corners.
FlxG
  DEBUGGER_RIGHT : uint = 5
[static] Debugger overlay layout preset: Large windows taking up right third of screen.
FlxG
  DEBUGGER_STANDARD : uint = 0
[static] Debugger overlay layout preset: Wide but low windows at the bottom of the screen.
FlxG
  DEBUGGER_TOP : uint = 3
[static] Debugger overlay layout preset: Wide but low windows at the top of the screen.
FlxG
  GREEN : uint = 0xff00f225
[static] Green is used to indicate solid but immovable objects.
FlxG
  PINK : uint = 0xfff01eff
[static] Pink is used to indicate objects that are only partially solid, like one-way platforms.
FlxG
  RED : uint = 0xffff0012
[static] Some handy color presets.
FlxG
  WHITE : uint = 0xffffffff
[static] White...
FlxG
Property Detail
_cacheproperty
protected static var _cache:Object

Internal storage system to prevent graphics from being used repeatedly in memory.

_cameraRectproperty 
protected static var _cameraRect:Rectangle

Internal helper variable for clearing the cameras each frame.

_gameproperty 
public static var _game:FlxGame

Internal tracker for game object.

_volumeproperty 
protected static var _volume:Number

Internal volume level, used for global sound control.

bgColorproperty 
bgColor:uint

Get and set the background color of the game. Get functionality is equivalent to FlxG.camera.bgColor. Set functionality sets the background color of all the current cameras.


Implementation
    public static function get bgColor():uint
    public static function set bgColor(value:uint):void
cameraproperty 
public static var camera:FlxCamera

By default this just refers to the first entry in the cameras array declared above, but you can do what you like with it.

camerasproperty 
public static var cameras:Array

An array of FlxCamera objects that are used to draw stuff. By default flixel creates one camera the size of the screen.

debugproperty 
public static var debug:Boolean

Whether you are running in Debug or Release mode. Set automatically by FlxPreloader during startup.

elapsedproperty 
public static var elapsed:Number

Represents the amount of time in seconds that passed since last frame.

flashFramerateproperty 
flashFramerate:Number

How many times you want your game to update each second. More updates usually means better collisions and smoother motion. NOTE: This is NOT the same thing as the Flash Player framerate!


Implementation
    public static function get flashFramerate():Number
    public static function set flashFramerate(value:Number):void
flashGfxproperty 
public static var flashGfx:Graphics

flashGfxSpriteproperty 
public static var flashGfxSprite:Sprite

Useful helper objects for doing Flash-specific rendering. Primarily used for "debug visuals" like drawing bounding boxes directly to the screen buffer.

framerateproperty 
framerate:Number

How many times you want your game to update each second. More updates usually means better collisions and smoother motion. NOTE: This is NOT the same thing as the Flash Player framerate!


Implementation
    public static function get framerate():Number
    public static function set framerate(value:Number):void
globalSeedproperty 
public static var globalSeed:Number

The global random number generator seed (for deterministic behavior in recordings and saves).

heightproperty 
public static var height:uint

The height of the screen in game pixels.

keysproperty 
public static var keys:Keyboard

A reference to a FlxKeyboard object. Important for input!

levelproperty 
public static var level:int

levelsproperty 
public static var levels:Array

FlxG.levels and FlxG.scores are generic global variables that can be used for various cross-state stuff.

LIBRARY_MAJOR_VERSIONproperty 
public static var LIBRARY_MAJOR_VERSION:uint = 2

Assign a major version to your library. Appears before the decimal in the console.

LIBRARY_MINOR_VERSIONproperty 
public static var LIBRARY_MINOR_VERSION:uint = 55

Assign a minor version to your library. Appears after the decimal in the console.

LIBRARY_NAMEproperty 
public static var LIBRARY_NAME:String = flixel

If you build and maintain your own version of flixel, you can give it your own name here.

mobileproperty 
public static var mobile:Boolean

Setting this to true will disable/skip stuff that isn't necessary for mobile platforms like Android. [BETA]

mouseproperty 
public static var mouse:Mouse

A reference to a FlxMouse object. Important for input!

musicproperty 
public static var music:FlxSound

A handy container for a background music object.

muteproperty 
public static var mute:Boolean

Whether or not the game sounds are muted.

pausedproperty 
public static var paused:Boolean

Handy shared variable for implementing your own pause behavior.

pluginsproperty 
public static var plugins:Array

An array container for plugins. By default flixel uses a couple of plugins: DebugPathDisplay, and TimerManager.

saveproperty 
public static var save:int

savesproperty 
public static var saves:Array

FlxG.saves is a generic bucket for storing FlxSaves so you can access them whenever you want.

scoreproperty 
public static var score:int

scoresproperty 
public static var scores:Array

soundsproperty 
public static var sounds:FlxGroup

A list of all the sounds being played in the game.

stageproperty 
stage:Stage  [read-only]

Read-only: retrieves the Flash stage object (required for event listeners) Will be null if it's not safe/useful yet.


Implementation
    public static function get stage():Stage
stateproperty 
state:FlxState  [read-only]

Read-only: access the current game state from anywhere.


Implementation
    public static function get state():FlxState
timeScaleproperty 
public static var timeScale:Number

How fast or slow time should pass in the game; default is 1.0.

useBufferLockingproperty 
public static var useBufferLocking:Boolean

Allows you to possibly slightly optimize the rendering process IF you are not doing any pre-processing in your game state's draw() call.

The default value is false.

visualDebugproperty 
public static var visualDebug:Boolean

Whether to show visual debug displays or not. Default = false.

volumeproperty 
volume:Number

Set volume to a number between 0 and 1 to change the global volume.

The default value is 0.5.


Implementation
    public static function get volume():Number
    public static function set volume(value:Number):void
volumeHandlerproperty 
public static var volumeHandler:Function

Set this hook to get a callback whenever the volume changes. Function should take the form myVolumeHandler(Volume:Number).

widthproperty 
public static var width:uint

The width of the screen in game pixels.

worldBoundsproperty 
public static var worldBounds:FlxRect

The dimensions of the game world, used by the quad tree for collisions and overlap checks.

worldDivisionsproperty 
public static var worldDivisions:uint

How many times the quad tree should divide the world on each axis. Generally, sparse collisions can have fewer divisons, while denser collision activity usually profits from more. Default value is 6.

Method Detail
addBitmap()method
public static function addBitmap(Graphic:Class, Reverse:Boolean = false, Unique:Boolean = false, Key:String = null):BitmapData

Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.

Parameters

Graphic:Class — The image file that you want to load.
 
Reverse:Boolean (default = false) — Whether to generate a flipped version.
 
Unique:Boolean (default = false) — Ensures that the bitmap data uses a new slot in the cache.
 
Key:String (default = null) — Force the cache to use a specific Key to index the bitmap.

Returns
BitmapData — The BitmapData we just created.
addCamera()method 
public static function addCamera(NewCamera:FlxCamera):FlxCamera

Add a new camera object to the game. Handy for PiP, split-screen, etc.

Parameters

NewCamera:FlxCamera — The camera you want to add.

Returns
FlxCamera — This FlxCamera instance.
addPlugin()method 
public static function addPlugin(Plugin:FlxBasic):FlxBasic

Adds a new plugin to the global plugin array.

Parameters

Plugin:FlxBasic — Any object that extends FlxBasic. Useful for managers and other things. See org.flixel.plugin for some examples!

Returns
FlxBasic — The same FlxBasic-based plugin you passed in.
checkBitmapCache()method 
public static function checkBitmapCache(Key:String):Boolean

Check the local bitmap cache to see if a bitmap with this key has been loaded already.

Parameters

Key:String — The string key identifying the bitmap.

Returns
Boolean — Whether or not this file can be found in the cache.
clearBitmapCache()method 
public static function clearBitmapCache():void

Dumps the cache's image references.

collide()method 
public static function collide(ObjectOrGroup1:FlxBasic = null, ObjectOrGroup2:FlxBasic = null, NotifyCallback:Function = null):Boolean

Call this function to see if one FlxObject collides with another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

This function just calls FlxG.overlap and presets the ProcessCallback parameter to FlxObject.separate. To create your own collision logic, write your own ProcessCallback and use FlxG.overlap to set it up.

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

Parameters

ObjectOrGroup1:FlxBasic (default = null) — The first object or group you want to check.
 
ObjectOrGroup2:FlxBasic (default = null) — The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group.
 
NotifyCallback:Function (default = null) — A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap.

Returns
Boolean — Whether any objects were successfully collided/separated.
createBitmap()method 
public static function createBitmap(Width:uint, Height:uint, Color:uint, Unique:Boolean = false, Key:String = null):BitmapData

Generates a new BitmapData object (a colored square) and caches it.

Parameters

Width:uint — How wide the square should be.
 
Height:uint — How high the square should be.
 
Color:uint — What color the square should be (0xAARRGGBB)
 
Unique:Boolean (default = false) — Ensures that the bitmap data uses a new slot in the cache.
 
Key:String (default = null) — Force the cache to use a specific Key to index the bitmap.

Returns
BitmapData — The BitmapData we just created.
destroySounds()method 
public static function destroySounds(ForceDestroy:Boolean = false):void

Called by FlxGame on state changes to stop and destroy sounds.

Parameters

ForceDestroy:Boolean (default = false) — Kill sounds even if they're flagged survive.

drawPlugins()method 
public static function drawPlugins():void

Used by the game object to call draw() on all the plugins.

fade()method 
public static function fade(Color:uint = 0xff000000, Duration:Number = 1, OnComplete:Function = null, Force:Boolean = false):void

The screen is gradually filled with this color.

Parameters

Color:uint (default = 0xff000000) — The color you want to use.
 
Duration:Number (default = 1) — How long it takes for the fade to finish.
 
OnComplete:Function (default = null) — A function you want to run when the fade finishes.
 
Force:Boolean (default = false) — Force the effect to reset.

flash()method 
public static function flash(Color:uint = 0xffffffff, Duration:Number = 1, OnComplete:Function = null, Force:Boolean = false):void

All screens are filled with this color and gradually return to normal.

Parameters

Color:uint (default = 0xffffffff) — The color you want to use.
 
Duration:Number (default = 1) — How long it takes for the flash to fade.
 
OnComplete:Function (default = null) — A function you want to run when the flash finishes.
 
Force:Boolean (default = false) — Force the effect to reset.

getLibraryName()method 
public static function getLibraryName():String

Returns
String
getPlugin()method 
public static function getPlugin(ClassType:Class):FlxBasic

Retrieves a plugin based on its class name from the global plugin array.

Parameters

ClassType:Class — The class name of the plugin you want to retrieve. See the FlxPath or FlxTimer constructors for example usage.

Returns
FlxBasic — The plugin object, or null if no matching plugin was found.
getRandom()method 
public static function getRandom(Objects:Array, StartIndex:uint = 0, Length:uint = 0):Object

Fetch a random entry from the given array. Will return null if random selection is missing, or array has no entries. FlxG.getRandom() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.

Parameters

Objects:Array — A Flash array of objects.
 
StartIndex:uint (default = 0) — Optional offset off the front of the array. Default value is 0, or the beginning of the array.
 
Length:uint (default = 0) — Optional restriction on the number of values you want to randomly select from.

Returns
Object — The random object that was selected.
init()method 
public static function init(Game:FlxGame, Width:uint, Height:uint, Zoom:Number):void

Called by FlxGame to set up FlxG during FlxGame's constructor.

Parameters

Game:FlxGame
 
Width:uint
 
Height:uint
 
Zoom:Number

loadReplay()method 
public static function loadReplay(Data:String, State:FlxState = null, CancelKeys:Array = null, Timeout:Number = 0, Callback:Function = null):void

Load replay data from a string and play it back.

Parameters

Data:String — The replay that you want to load.
 
State:FlxState (default = null) — Optional parameter: if you recorded a state-specific demo or cutscene, pass a new instance of that state here.
 
CancelKeys:Array (default = null) — Optional parameter: an array of string names of keys (see FlxKeyboard) that can be pressed to cancel the playback, e.g. ["ESCAPE","ENTER"]. Also accepts 2 custom key names: "ANY" and "MOUSE" (fairly self-explanatory I hope!).
 
Timeout:Number (default = 0) — Optional parameter: set a time limit for the replay. CancelKeys will override this if pressed.
 
Callback:Function (default = null) — Optional parameter: if set, called when the replay finishes. Running to the end, CancelKeys, and Timeout will all trigger Callback(), but only once, and CancelKeys and Timeout will NOT call FlxG.stopReplay() if Callback is set!

loadSound()method 
public static function loadSound(EmbeddedSound:Class = null, Volume:Number = 1.0, Looped:Boolean = false, AutoDestroy:Boolean = false, AutoPlay:Boolean = false, URL:String = null):FlxSound

Creates a new sound object.

Parameters

EmbeddedSound:Class (default = null) — The embedded sound resource you want to play. To stream, use the optional URL parameter instead.
 
Volume:Number (default = 1.0) — How loud to play it (0 to 1).
 
Looped:Boolean (default = false) — Whether to loop this sound.
 
AutoDestroy:Boolean (default = false) — Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.
 
AutoPlay:Boolean (default = false) — Whether to play the sound.
 
URL:String (default = null) — Load a sound from an external web resource instead. Only used if EmbeddedSound = null.

Returns
FlxSound — A FlxSound object.
lockCameras()method 
public static function lockCameras():void

Called by the game object to lock all the camera buffers and clear them for the next draw pass.

log()method 
public static function log(Data:Object):void

Log data to the debugger.

Parameters

Data:Object — Anything you want to log to the console.

overlap()method 
public static function overlap(ObjectOrGroup1:FlxBasic = null, ObjectOrGroup2:FlxBasic = null, NotifyCallback:Function = null, ProcessCallback:Function = null):Boolean

Call this function to see if one FlxObject overlaps another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

Parameters

ObjectOrGroup1:FlxBasic (default = null) — The first object or group you want to check.
 
ObjectOrGroup2:FlxBasic (default = null) — The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group.
 
NotifyCallback:Function (default = null) — A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap.
 
ProcessCallback:Function (default = null) — A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!

Returns
Boolean — Whether any oevrlaps were detected.
pauseSounds()method 
public static function pauseSounds():void

Pause all sounds currently playing.

play()method 
public static function play(EmbeddedSound:Class, Volume:Number = 1.0, Looped:Boolean = false, AutoDestroy:Boolean = true):FlxSound

Creates a new sound object from an embedded Class object. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.

Parameters

EmbeddedSound:Class — The sound you want to play.
 
Volume:Number (default = 1.0) — How loud to play it (0 to 1).
 
Looped:Boolean (default = false) — Whether to loop this sound.
 
AutoDestroy:Boolean (default = true) — Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.

Returns
FlxSound — A FlxSound object.
playMusic()method 
public static function playMusic(Music:Class, Volume:Number = 1.0):void

Set up and play a looping background soundtrack.

Parameters

Music:Class — The sound file you want to loop in the background.
 
Volume:Number (default = 1.0) — How loud the sound should be, from 0 to 1.

random()method 
public static function random():Number

Generates a random number. Deterministic, meaning safe to use if you want to record replays in random environments.

Returns
Number — A Number between 0 and 1.
recordReplay()method 
public static function recordReplay(StandardMode:Boolean = true):void

Resets the game or state and requests a new recording.

Parameters

StandardMode:Boolean (default = true) — If true, reset the entire game, else just reset the current state.

reloadReplay()method 
public static function reloadReplay(StandardMode:Boolean = true):void

Resets the game or state and replay requested flag.

Parameters

StandardMode:Boolean (default = true) — If true, reload entire game, else just reload current game state.

removeCamera()method 
public static function removeCamera(Camera:FlxCamera, Destroy:Boolean = true):void

Remove a camera from the game.

Parameters

Camera:FlxCamera — The camera you want to remove.
 
Destroy:Boolean (default = true) — Whether to call destroy() on the camera, default value is true.

removePlugin()method 
public static function removePlugin(Plugin:FlxBasic):FlxBasic

Removes an instance of a plugin from the global plugin array.

Parameters

Plugin:FlxBasic — The plugin instance you want to remove.

Returns
FlxBasic — The same FlxBasic-based plugin you passed in.
removePluginType()method 
public static function removePluginType(ClassType:Class):Boolean

Removes an instance of a plugin from the global plugin array.

Parameters

ClassType:Class — The class name of the plugin type you want removed from the array.

Returns
Boolean — Whether or not at least one instance of this plugin type was removed.
reset()method 
public static function reset():void

Called whenever the game is reset, doesn't have to do quite as much work as the basic initialization stuff.

resetCameras()method 
public static function resetCameras(NewCamera:FlxCamera = null):void

Dumps all the current cameras and resets to just one camera. Handy for doing split-screen especially.

Parameters

NewCamera:FlxCamera (default = null) — Optional; specify a specific camera object to be the new main camera.

resetDebuggerLayout()method 
public static function resetDebuggerLayout():void

Just resets the debugger windows to whatever the last selected layout was (DEBUGGER_STANDARD by default).

resetGame()method 
public static function resetGame():void

Like hitting the reset button on a game console, this will re-launch the game as if it just started.

resetInput()method 
public static function resetInput():void

Reset the input helper objects (useful when changing screens or states)

resetState()method 
public static function resetState():void

Request a reset of the current game state.

resumeSounds()method 
public static function resumeSounds():void

Resume playing existing sounds.

setDebuggerLayout()method 
public static function setDebuggerLayout(Layout:uint):void

Change the way the debugger's windows are laid out.

Parameters

Layout:uint — See the presets above (e.g. DEBUGGER_MICRO, etc).

shake()method 
public static function shake(Intensity:Number = 0.05, Duration:Number = 0.5, OnComplete:Function = null, Force:Boolean = true, Direction:uint = 0):void

A simple screen-shake effect.

Parameters

Intensity:Number (default = 0.05) — Percentage of screen size representing the maximum distance that the screen can move while shaking.
 
Duration:Number (default = 0.5) — The length in seconds that the shaking effect should last.
 
OnComplete:Function (default = null) — A function you want to run when the shake effect finishes.
 
Force:Boolean (default = true) — Force the effect to reset (default = true, unlike flash() and fade()!).
 
Direction:uint (default = 0) — Whether to shake on both axes, just up and down, or just side to side (use class constants SHAKE_BOTH_AXES, SHAKE_VERTICAL_ONLY, or SHAKE_HORIZONTAL_ONLY). Default value is SHAKE_BOTH_AXES (0).

shuffle()method 
public static function shuffle(Objects:Array, HowManyTimes:uint):Array

Shuffles the entries in an array into a new random order. FlxG.shuffle() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.shuffle() is NOT deterministic and unsafe for use with replays/recordings.

Parameters

Objects:Array — A Flash Array object containing...stuff.
 
HowManyTimes:uint — How many swaps to perform during the shuffle operation. Good rule of thumb is 2-4 times as many objects are in the list.

Returns
Array — The same Flash Array object that you passed in in the first place.
stopRecording()method 
public static function stopRecording():String

Stop recording the current replay and return the replay data.

Returns
String — The replay data in simple ASCII format (see FlxReplay.save()).
stopReplay()method 
public static function stopReplay():void

Stops the current replay.

stream()method 
public static function stream(URL:String, Volume:Number = 1.0, Looped:Boolean = false, AutoDestroy:Boolean = true):FlxSound

Creates a new sound object from a URL. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.

Parameters

URL:String — The URL of the sound you want to play.
 
Volume:Number (default = 1.0) — How loud to play it (0 to 1).
 
Looped:Boolean (default = false) — Whether or not to loop this sound.
 
AutoDestroy:Boolean (default = true) — Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.

Returns
FlxSound — A FlxSound object.
switchState()method 
public static function switchState(State:FlxState):void

Switch from the current game state to the one specified here.

Parameters

State:FlxState

unlockCameras()method 
public static function unlockCameras():void

Called by the game object to draw the special FX and unlock all the camera buffers.

unwatch()method 
public static function unwatch(AnyObject:Object, VariableName:String = null):void

Remove a variable from the watch list in the debugger. Don't pass a Variable Name to remove all watched variables for the specified object.

Parameters

AnyObject:Object — A reference to any object in your game, e.g. Player or Robot or this.
 
VariableName:String (default = null) — The name of the variable you want to watch, in quotes, as a string: e.g. "speed" or "health".

updateCameras()method 
public static function updateCameras():void

Called by the game object to update the cameras and their tracking/special effects logic.

updateInput()method 
public static function updateInput():void

Called by the game object to update the keyboard and mouse input tracking objects.

updatePlugins()method 
public static function updatePlugins():void

Used by the game object to call update() on all the plugins.

updateSounds()method 
public static function updateSounds():void

Called by the game loop to make sure the sounds get updated each frame.

watch()method 
public static function watch(AnyObject:Object, VariableName:String, DisplayName:String = null):void

Add a variable to the watch list in the debugger. This lets you see the value of the variable all the time.

Parameters

AnyObject:Object — A reference to any object in your game, e.g. Player or Robot or this.
 
VariableName:String — The name of the variable you want to watch, in quotes, as a string: e.g. "speed" or "health".
 
DisplayName:String (default = null) — Optional, display your own string instead of the class name + variable name: e.g. "enemy count".

Constant Detail
BLACKConstant
public static const BLACK:uint = 0xff000000

And black too.

BLUEConstant 
public static const BLUE:uint = 0xff0090e9

Blue is used to indicate non-solid objects.

DEBUGGER_BIGConstant 
public static const DEBUGGER_BIG:uint = 2

Debugger overlay layout preset: Large windows taking up bottom half of screen.

DEBUGGER_LEFTConstant 
public static const DEBUGGER_LEFT:uint = 4

Debugger overlay layout preset: Large windows taking up left third of screen.

DEBUGGER_MICROConstant 
public static const DEBUGGER_MICRO:uint = 1

Debugger overlay layout preset: Tiny windows in the screen corners.

DEBUGGER_RIGHTConstant 
public static const DEBUGGER_RIGHT:uint = 5

Debugger overlay layout preset: Large windows taking up right third of screen.

DEBUGGER_STANDARDConstant 
public static const DEBUGGER_STANDARD:uint = 0

Debugger overlay layout preset: Wide but low windows at the bottom of the screen.

DEBUGGER_TOPConstant 
public static const DEBUGGER_TOP:uint = 3

Debugger overlay layout preset: Wide but low windows at the top of the screen.

GREENConstant 
public static const GREEN:uint = 0xff00f225

Green is used to indicate solid but immovable objects.

PINKConstant 
public static const PINK:uint = 0xfff01eff

Pink is used to indicate objects that are only partially solid, like one-way platforms.

REDConstant 
public static const RED:uint = 0xffff0012

Some handy color presets. Less glaring than pure RGB full values. Primarily used in the visual debugger mode for bounding box displays. Red is used to indicate an active, movable, solid object.

WHITEConstant 
public static const WHITE:uint = 0xffffffff

White... for white stuff.