extended by FlxNapeSpace, FlxControl, FlxScreenGrab, FlxTaskManager, FlxMouseControl, FlxScrollingText, FlxTileSpecial, FlxAsyncLoop, FlxTypedGroup, FlxMouseEventManager, FlxSound, FlxTweenManager, FlxTimerManager, FlxCamera, FlxObject
This is a useful "generic" Flixel object. Both
FlxGroup extend this class. Has no size, position or graphical data.
ID:Int = idEnumerator++
A unique ID starting from 0 and increasing by 1 for each subsequent
FlxBasic that is created.
alive:Bool = true
Useful state for many game objects - "dead" (
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 the list of default draw targets, which is controlled via
as well as the
DefaultDrawTarget argument of
exists:Bool = true
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. Doing so 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,
override this, setting only
false, and leaving