A simple loading screen -- you must drive the churning of tasks externally

Static variables

@:value("loading_screen_accepted")staticinlineread onlyACCEPTED:String = "loading_screen_accepted"

@:value("loading_screen_cancelled")staticinlineread onlyCANCELLED:String = "loading_screen_cancelled"

@:value("loading_screen_finished")staticinlineread onlyFINISHED:String = "loading_screen_finished"

@:value("loading_screen_progress")staticinlineread onlyPROGRESS:String = "loading_screen_progress"

Constructor

new(?BGColor:FlxColor)

Variables

Methods

@:value({ canCancel_ : false })set(progress_:Float, ?body_:String, ?title_:String, canCancel_:Bool = false):Void

Inherited Variables

Defined by FlxUIPopup

Defined by FlxUISubState

@:value(null)cursor:FlxUICursor = null

@:value(null)getTextFallback:(String, String, Bool) ‑> String = null

@:value(false)reload_ui_on_resize:Bool = false

read onlytooltips:FlxUITooltipManager

frontend for adding tooltips to things

Defined by FlxSubState

closeCallback:() ‑> Void

Callback method for state close event.

openCallback:() ‑> Void

Callback method for state open/resume event.

Available since

4.3.0

.

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@:value(true)destroySubStates:Bool = true

If substates get destroyed when they are closed, setting this to false might reduce state creation time, at greater memory cost.

@:value(true)persistentDraw:Bool = true

Determines whether or not this state is updated even when it is not the active state. For example, if you have your game state first, and then you push a menu state on top of it, if this is set to true, the game state would continue to be drawn behind the pause state. By default this is true, so background states will continue to be drawn behind the current state.

If background states are not visible when you have a different state on top, you should set this to false for improved performance.

@:value(false)persistentUpdate:Bool = false

Determines whether or not this state is updated even when it is not the active state. For example, if you have your game state first, and then you push a menu state on top of it, if this is set to true, the game state would continue to update in the background. By default this is false, so background states will be "paused" when they are not active.

read onlysubState:FlxSubState

Current substate. Substates also can be nested.

read onlysubStateClosed:FlxTypedSignal<FlxSubState ‑> Void>

A FlxSignal that dispatches when a sub state is closed from this state.

Available since

4.9.0

.

read onlysubStateOpened:FlxTypedSignal<FlxSubState ‑> Void>

A FlxSignal that dispatches when a sub state is opened from this state.

Available since

4.9.0

.

Defined by FlxTypedGroup

@:value(0)read onlylength:Int = 0

The number of entries in the members array. For performance and safety you should check this variable instead of members.length unless you really know what you're doing!

maxSize:Int

The maximum capacity of this group. Default is 0, meaning no max capacity, and the group can just grow.

read onlymemberAdded:FlxTypedSignal<T ‑> Void>

A FlxSignal that dispatches when a child is added to this group.

Available since

4.4.0

.

read onlymemberRemoved:FlxTypedSignal<T ‑> Void>

A FlxSignal that dispatches when a child is removed from this group.

Available since

4.4.0

.

read onlymembers:Array<T>

Array of all the members in this group.

Defined by FlxBasic

@:value(idEnumerator++)ID:Int = idEnumerator++

A unique ID starting from 0 and increasing by 1 for each subsequent FlxBasic that is created.

@:value(true)active:Bool = true

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

@:value(true)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 or 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 the list of default draw targets, which is controlled via FlxG.camera.setDefaultDrawTarget as well as the DefaultDrawTarget argument of FlxG.camera.add.

read onlycontainer:Null<FlxContainer>

The parent containing this basic, typically if you check this recursively you should reach the state

Available since

5.7.0

.

@:value(true)exists:Bool = true

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

@:value(true)visible:Bool = true

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

Inherited Methods

Defined by FlxUIPopup

quickSetup(title:String, body:String, button_labels:Array<String>):Void

Assuming you use the default format, puts this information in the popup. This function ONLY works if you are using the default_popup.xml, OR your custom xml contains the following assets:

 		 * 2 texts, ids: "title","body"
 		 * 3 buttons, ids: "btn0","btn1","btn2"
 		 * 3 modes, ids: "1btn","2btn","3btn"

Parameters:

title

title text

body

body text

button_labels

up to three button labels - if fewer, shows less buttons

@:value({ Y : 0, X : 0 })setPosition(X:Float = 0, Y:Float = 0):Void

Defined by FlxUISubState

@:value({ Safe : true, Context : "ui" })getText(Flag:String, Context:String = "ui", Safe:Bool = true):String

Defined by FlxSubState

close():Void

Closes this substate.

Defined by FlxState

closeSubState():Void

Closes the substate of this state, if one exists.

onFocus():Void

This method is called after the game receives focus. Can be useful for third party libraries, such as tweening engines.

onFocusLost():Void

This method is called after the game loses focus. Can be useful for third party libraries, such as tweening engines.

resetSubState():Void

Load substate for this state

startOutro(onOutroComplete:() ‑> Void):Void

Called from FlxG.switchState(), when onOutroComplete is called, the actual state switching will happen.

Note: Calling super.startOutro(onOutroComplete) will call onOutroComplete.

Parameters:

onOutroComplete

Called when the outro is complete.

Available since

5.3.0

.

switchTo(nextState:FlxState):Bool

Deprecated: "switchTo is deprecated, use startOutro"

Called from FlxG.switchState(). If false is returned, the state switch is cancelled - the default implementation returns true.

Useful for customizing state switches, e.g. for transition effects.

Defined by FlxTypedGroup

add(basic:T):T

Adds a new FlxBasic subclass (FlxBasic, FlxSprite, Enemy, etc) to the group. FlxGroup will try to replace a null member of the array first. Failing that, FlxGroup will add it to the end of the member array. WARNING: If the group has a maxSize that has already been met, the object will NOT be added to the group!

Parameters:

basic

The FlxBasic you want to add to the group.

Returns:

The same FlxBasic object that was passed in.

any(func:T ‑> Bool):Bool

Tests whether any member satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

clear():Void

Remove all instances of FlxBasic subclasses (FlxSprite, FlxTileblock, etc) from the list. WARNING: does not destroy() or kill() any of these objects!

countDead():Int

Call this function to find out how many members of the group are dead.

Returns:

The number of FlxBasics flagged as dead. Returns -1 if group is empty.

countLiving():Int

Call this function to find out how many members of the group are not dead.

Returns:

The number of FlxBasics flagged as not dead. Returns -1 if group is empty.

every(func:T ‑> Bool):Bool

Tests whether every member satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

@:value({ recurse : false })forEach(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all members.

Parameters:

func

A function that modifies one element at a time.

recurse

Whether or not to apply the function to members of subgroups as well.

@:value({ recurse : false })forEachAlive(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all alive members.

Parameters:

func

A function that modifies one element at a time.

recurse

Whether or not to apply the function to members of subgroups as well.

@:value({ recurse : false })forEachDead(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all dead members.

Parameters:

func

A function that modifies one element at a time.

recurse

Whether or not to apply the function to members of subgroups as well.

@:value({ recurse : false })forEachExists(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all existing members.

Parameters:

func

A function that modifies one element at a time.

recurse

Whether or not to apply the function to members of subgroups as well.

@:value({ recurse : false })forEachOfType<K>(objectClass:Class<K>, func:K ‑> Void, recurse:Bool = false):Void

Applies a function to all members of type Class<K>.

Parameters:

objectClass

A class that objects will be checked against before Function is applied, ex: FlxSprite.

func

A function that modifies one element at a time.

recurse

Whether or not to apply the function to members of subgroups as well.

getFirst(func:T ‑> Bool):Null<T>

Searches for, and returns the first member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

getFirstAlive():Null<T>

Call this function to retrieve the first object with dead == false in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.

Returns:

A FlxBasic currently flagged as not dead.

@:value({ force : false })getFirstAvailable(?objectClass:Class<T>, force:Bool = false):Null<T>

Call this function to retrieve the first object with exists == false in the group. This is handy for recycling in general, e.g. respawning enemies.

Parameters:

objectClass

An optional parameter that lets you narrow the results to instances of this particular class.

force

Force the object to be an ObjectClass and not a super class of ObjectClass.

Returns:

A FlxBasic currently flagged as not existing.

getFirstDead():Null<T>

Call this function to retrieve the first object with dead == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.

Returns:

A FlxBasic currently flagged as dead.

getFirstExisting():Null<T>

Call this function to retrieve the first object with exists == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.

Returns:

A FlxBasic currently flagged as existing.

getFirstIndex(func:T ‑> Bool):Int

Searches for, and returns the index of the first member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

getFirstNull():Int

Call this function to retrieve the first index set to null. Returns -1 if no index stores a null object.

Returns:

An Int indicating the first null slot in the group.

getLast(func:T ‑> Bool):Null<T>

Searches for, and returns the last member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

getLastIndex(func:T ‑> Bool):Int

Searches for, and returns the index of the last member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

@:value({ length : 0, startIndex : 0 })getRandom(startIndex:Int = 0, length:Int = 0):T

Returns a member at random from the group.

Parameters:

startIndex

Optional offset off the front of the array. Default value is 0, or the beginning of the array.

length

Optional restriction on the number of values you want to randomly select from.

Returns:

A FlxBasic from the members list.

insert(position:Int, object:T):T

Inserts a new FlxBasic subclass (FlxBasic, FlxSprite, Enemy, etc) into the group at the specified position. FlxGroup will try to replace a null member at the specified position of the array first. Failing that, FlxGroup will insert it at the position of the member array. WARNING: If the group has a maxSize that has already been met, the object will NOT be inserted to the group!

Parameters:

position

The position in the group where you want to insert the object.

object

The object you want to insert into the group.

Returns:

The same FlxBasic object that was passed in.

inlineiterator(?filter:T ‑> Bool):FlxTypedGroupIterator<T>

Iterates through every member.

inlinekeyValueIterator():ArrayKeyValueIterator<T>

Iterates through every member and index.

kill():Void

Calls killMembers() and then kills the group itself. Revive this group via revive().

killMembers():Void

Calls kill() on the group's unkilled members. Revive them via reviveMembers().

Available since

5.4.0

.

@:value({ revive : true, force : false })recycle(?objectClass:Class<T>, ?objectFactory:() ‑> T, force:Bool = false, revive:Bool = true):T

Recycling is designed to help you reuse game objects without always re-allocating or "newing" them. It behaves differently depending on whether maxSize equals 0 or is bigger than 0.

maxSize > 0 / "rotating-recycling" (used by FlxEmitter): - at capacity: returns the next object in line, no matter its properties like alive, exists etc. - otherwise: returns a new object.

maxSize == 0 / "grow-style-recycling" - tries to find the first object with exists == false - otherwise: adds a new object to the members array

WARNING: If this function needs to create a new object, and no object class was provided, it will return null instead of a valid object!

Parameters:

objectClass

The class type you want to recycle (e.g. FlxSprite, EvilRobot, etc).

objectFactory

Optional factory function to create a new object if there aren't any dead members to recycle. If null, Type.createInstance() is used, which requires the class to have no constructor parameters.

force

Force the object to be an ObjectClass and not a super class of ObjectClass.

revive

Whether recycled members should automatically be revived (by calling revive() on them).

Returns:

A reference to the object that was created.

@:value({ splice : false })remove(basic:T, splice:Bool = false):T

Removes an object from the group.

Parameters:

basic

The FlxBasic you want to remove.

splice

Whether the object should be cut from the array entirely or not.

Returns:

The removed object.

replace(oldObject:T, newObject:T):T

Replaces an existing FlxBasic with a new one. Does not do anything and returns null if the old object is not part of the group.

Parameters:

oldObject

The object you want to replace.

newObject

The new object you want to use instead.

Returns:

The new object.

revive():Void

Calls reviveMembers() and then revives the group itself.

reviveMembers():Void

Calls revive() on the group's killed members and then on the group itself.

Available since

5.4.0

.

@:value({ order : FlxSort.ASCENDING })inlinesort(func:(Int, T, T) ‑> Int, order:Int = FlxSort.ASCENDING):Void

Call this function to sort the group according to a particular value and order. For example, to sort game objects for Zelda-style overlaps you might call group.sort(FlxSort.byY, FlxSort.ASCENDING) at the bottom of your FlxState#update() override.

Parameters:

func

The sorting function to use - you can use one of the premade ones in FlxSort or write your own using FlxSort.byValues() as a "backend".

order

A constant that defines the sort order. Possible values are FlxSort.ASCENDING (default) and FlxSort.DESCENDING.

Defined by FlxBasic

getCameras():Array<FlxCamera>

The cameras that will draw this. Use this.cameras to set specific cameras for this object, otherwise the container's cameras are used, or the container's container and so on. If there is no container, say, if this is inside FlxGroups rather than a FlxContainer then the default draw cameras are returned.

Available since

5.7.0

.