class FlxBasic
package flixel
implements IFlxDestroyable
extended by FlxTypedGroup, FlxSound, FlxTweenManager, FlxTimerManager, FlxCamera, FlxObject
This is a useful "generic" Flixel object. Both FlxObject and
FlxGroup extend this class. Has no size, position or graphical data.
Constructor
Variables
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" (!alive) vs alive. kill() and
revive() both flip this switch (along with exists, but you can override that).
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.
Methods
destroy():Void
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 add()ed objects).
Override this function to null out variables manually or call destroy() on class members if necessary.
Don't forget to call super.destroy()!
draw():Void
Override this function to control how the object is drawn. Doing so is rarely necessary, but can be very useful.
kill():Void
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,
you should override this, setting only alive to false, and leaving exists true.