This is a useful "generic" Flixel object. Both FlxObject and FlxGroup extend this class. Has no size, position or graphical data.
IDs seem like they could be pretty useful, huh? They're not actually used for anything yet though.
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).
This determines on which FlxCameras this object will be drawn. If it is null / has not been set, it uses FlxCamera.defaultCameras, which is a reference to FlxG.cameras.list (all cameras) by default.
Controls whether update() and draw() are automatically called by FlxState/FlxGroup.
WARNING: A destroyed
FlxBasic can't be used anymore.
It may even cause crashes if it is still part of a group or state.
You may want to use
kill() instead if you want to disable the object temporarily only and
revive() it later.
This function is usually not called manually (Flixel calls it automatically during state switches for all
Override this function to
null out variables manually or call
destroy() on class members if necessary.
Don't forget to call
Override this function to control how the object is drawn. Overriding draw() is rarely necessary, but can be very useful.
Handy function for "killing" game objects. Use reset() to revive them. 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.
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().