Packageorg.flixel
Classpublic class FlxBasic
InheritanceFlxBasic Inheritance Object
Subclasses FlxCamera, FlxGroup, FlxObject, FlxSound



Public Properties
 PropertyDefined By
  active : Boolean
Controls whether update() is automatically called by FlxState/FlxGroup.
FlxBasic
  _ACTIVECOUNT : uint
[static]
FlxBasic
  alive : Boolean
Useful state for many game objects - "dead" (!alive) vs alive.
FlxBasic
  exists : Boolean
Controls whether update() and draw() are automatically called by FlxState/FlxGroup.
FlxBasic
  ID : int
IDs seem like they could be pretty useful, huh?
FlxBasic
  visible : Boolean
Controls whether draw() is automatically called by FlxState/FlxGroup.
FlxBasic
  _VISIBLECOUNT : uint
[static]
FlxBasic
Public Methods
 MethodDefined By
  
FlxBasic
  
destroy():void
Override this function to null out variables or manually call destroy() on class members if necessary.
FlxBasic
  
draw():void
Override this function to control how the object is drawn.
FlxBasic
  
kill():void
FlxBasic
  
onScreen(Camera:FlxCamera = null):Boolean
FlxBasic
  
postUpdate():void
FlxBasic
  
preUpdate():void
FlxBasic
  
revive():void
FlxBasic
  
toString():String
Convert object to readable string name.
FlxBasic
  
update():void
Override this function to update your class's position and appearance.
FlxBasic
Property Detail
_ACTIVECOUNTproperty
public static var _ACTIVECOUNT:uint

_VISIBLECOUNTproperty 
public static var _VISIBLECOUNT:uint

activeproperty 
public var active:Boolean

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

aliveproperty 
public var alive:Boolean

Useful state for many game objects - "dead" (!alive) vs alive. NOTE: kill() and revive() treat them as the same thing by default, but you can alter that by overriding, etc.

existsproperty 
public var exists:Boolean

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

IDproperty 
public var ID:int

IDs seem like they could be pretty useful, huh?

visibleproperty 
public var visible:Boolean

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

Constructor Detail
FlxBasic()Constructor
public function FlxBasic()



Method Detail
destroy()method
public function destroy():void

Override this function to null out variables or manually call destroy() on class members if necessary. If you are extending a class more advanced than FlxBasic, don't forget to call super.destroy()!

draw()method 
public function draw():void

Override this function to control how the object is drawn. Overriding draw() is rarely necessary, but can be very useful. Don't forget to call super.draw()!

kill()method 
public function kill():void

onScreen()method 
public function onScreen(Camera:FlxCamera = null):Boolean

Parameters

Camera:FlxCamera (default = null)

Returns
Boolean
postUpdate()method 
public function postUpdate():void

preUpdate()method 
public function preUpdate():void

revive()method 
public function revive():void

toString()method 
public function toString():String

Convert object to readable string name. Useful for debugging, save games, etc.

Returns
String
update()method 
public function update():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. Don't forget to call super.update()!