A class containing a set of functions for random generation.
Constructor
Variables
currentSeed:Int
Current seed used to generate new random numbers. You can retrieve this value if, for example, you want to store the seed that was used to randomly generate a level.
initialSeed:Int = 1
The global base random number generator seed (for deterministic behavior in recordings and saves). If you want, you can set the seed with an integer between 1 and 2,147,483,647 inclusive. Altering this yourself may break recording functionality!
Methods
inlinebool(Chance:Float = 50):Bool
Returns true or false based on the chance value (default 50%). For example if you wanted a player to have a 30.5% chance of getting a bonus, call bool(30.5)  true means the chance passed, false means it failed.
Parameters:
Chance  The chance of receiving the value. Should be given as a number between 0 and 100 (effectively 0% to 100%) 

Returns:
Whether the roll passed or not.
color(?Min:FlxColor, ?Max:FlxColor, ?Alpha:Int, GreyScale:Bool = false):FlxColor
Returns a random color.
Parameters:
Min  An optional FlxColor representing the lower bounds for the generated color. 

Max  An optional FlxColor representing the upper bounds for the generated color. 
Alpha  An optional value for the alpha channel of the generated color. 
GreyScale  Whether or not to create a color that is strictly a shade of grey. False by default. 
Returns:
A color value as a FlxColor.
float(Min:Float = 0, Max:Float = 1, ?Excludes:Array<Float>):Float
Returns a pseudorandom float value between Min and Max, inclusive. Will not return a number in the Excludes array, if provided. Please note that large Excludes arrays can slow calculations.
Parameters:
Min  The minimum value that should be returned. 0 by default. 

Max  The maximum value that should be returned. 1 by default. 
Excludes  Optional array of values that should not be returned. 
floatNormal(Mean:Float = 0, StdDev:Float = 1):Float
Returns a pseudorandom float value in a statistical normal distribution centered on Mean with a standard deviation size of StdDev. (This uses the BoxMuller transform algorithm for gaussian pseudorandom numbers)
Normal distribution: 68% values are within 1 standard deviation, 95% are in 2 StdDevs, 99% in 3 StdDevs. See this image: https://github.com/HaxeFlixel/flixeldemos/blob/dev/Performance/FlxRandom/normaldistribution.png
Parameters:
Mean  The Mean around which the normal distribution is centered 

StdDev  Size of the standard deviation 
getObject<T>(Objects:Array<T>, ?WeightsArray:Array<Float>, StartIndex:Int = 0, ?EndIndex:Int):T
Returns a random object from an array.
Parameters:
Objects  An array from which to return an object. 

WeightsArray  Optional array of weights which will determine the likelihood of returning a given value from Objects. If none is passed, all objects in the Objects array will have an equal likelihood of being returned.

StartIndex  Optional index from which to restrict selection. Default value is 0, or the beginning of the Objects array. 
EndIndex  Optional index at which to restrict selection. Ignored if 0, which is the default value. 
Returns:
A pseudorandomly chosen object from Objects.
int(Min:Int = 0, Max:Int = FlxMath.MAX_VALUE_INT, ?Excludes:Array<Int>):Int
Returns a pseudorandom integer between Min and Max, inclusive. Will not return a number in the Excludes array, if provided. Please note that large Excludes arrays can slow calculations.
Parameters:
Min  The minimum value that should be returned. 0 by default. 

Max  The maximum value that should be returned. 2,147,483,647 by default. 
Excludes  Optional array of values that should not be returned. 
inlineresetInitialSeed():Int
Function to easily set the global seed to a new random number. Please note that this function is not deterministic! If you call it in your game, recording may not function as expected.
Returns:
The new initial seed.
shuffle<T>(array:Array<T>):Void
Shuffles the entries in an array inplace into a new pseudorandom order, using the standard FisherYates shuffle algorithm.
Parameters:
array  The array to shuffle. 

4.2.0
.shuffleArray<T>(Objects:Array<T>, HowManyTimes:Int):Array<T>
Shuffles the entries in an array into a new pseudorandom order.
Parameters:
Objects  An array to shuffle. 

HowManyTimes  How many swaps to perform during the shuffle operation. A good rule of thumb is 24 times the number of objects in the list. 
Returns:
The newly shuffled array.
inlinesign(Chance:Float = 50):Int
Returns either a 1 or 1.
Parameters:
Chance  The chance of receiving a positive value. Should be given as a number between 0 and 100 (effectively 0% to 100%) 

Returns:
1 or 1
weightedPick(WeightsArray:Array<Float>):Int
Pseudorandomly select from an array of weighted options. For example, if you passed in an array of [50, 30, 20] there would be a 50% chance of returning a 0, a 30% chance of returning a 1, and a 20% chance of returning a 2. Note that the values in the array do not have to add to 100 or any other number. The percent chance will be equal to a given value in the array divided by the total of all values in the array.
Parameters:
WeightsArray  An array of weights. 

Returns:
A value between 0 and (SelectionArray.length  1), with a probability equivalent to the values in SelectionArray.