This is a useful "generic" Flixel object. Both
FlxGroup extend this class. Has no size, position or graphical data.
The camera class is used to display the game's visuals.
By default one camera is created automatically, that is the same size as window.
You can add more cameras or even replace the main camera using utilities in
Global helper class for audio, input, the camera system, the debugger and other global properties.
FlxGame is the heart of all Flixel games, and contains a bunch of basic game loops and things.
It is a long and sloppy file that you shouldn't have to worry about too much!
It is basically only used to create your game object in the first place,
FlxState have all the useful stuff you actually need.
This is the base class for most of the display objects (
It includes some basic attributes about game objects, basic state information,
sizes, scrolling, and basic physics and motion.
The main "game object" class, the sprite is a
with a bunch of graphics options and abilities, like animation and stamping.
This is the basic game "state" object - e.g. in a simple game you might have a menu state and a play state.
It is for all intents and purpose a fancy
FlxGroup. And really, it's not even that fancy.
A very basic rendering component which uses
You have access to
uvtData vectors which are used as data storages for rendering.
FlxGraphic object is used as a texture for this sprite.
Use these links for more info about
FlxSubState can be opened inside of a
By default, it also stops the parent state from updating,
making it convenient for pause screens or menus.
Types of flixel objects - mainly for collisions.