This is a useful "generic" Flixel object. Both FlxObject and FlxGroup extend this class. Has no size, position or graphical data.

Constructor

new()

Variables

ID:Int = -1

IDs seem like they could be pretty useful, huh? They're not actually used for anything yet though.

active:Bool = true

Controls whether update() is automatically called by FlxState/FlxGroup.

alive:Bool = true

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).

camera:FlxCamera

Gets ot sets the first camera of this object.

cameras:Array<FlxCamera>

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.

exists:Bool = true

Controls whether update() and draw() are automatically called by FlxState/FlxGroup.

visible:Bool = true

Controls whether draw() is automatically called by FlxState/FlxGroup.

Methods

destroy():Void

WARNING: This will remove this object entirely. Use kill() if you want to disable it temporarily only and revive() it later. Override this function to null out variables manually or call destroy() on class members if necessary. Don't forget to call super.destroy()!

draw():Void

Override this function to control how the object is drawn. Overriding draw() is rarely necessary, but can be very useful.

kill():Void

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.

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().

update(elapsed:Float):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.