A FlxSubState
can be opened inside of a FlxState
.
By default, it also stops the parent state from updating,
making it convenient for pause screens or menus.
Constructor
Variables
Methods
Inherited Variables
Defined by FlxState
@: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 onlysubStateClosed:FlxTypedSignal<FlxSubState ‑> Void>
A FlxSignal
that dispatches when a sub state is closed from this state.
4.9.0
.read onlysubStateOpened:FlxTypedSignal<FlxSubState ‑> Void>
A FlxSignal
that dispatches when a sub state is opened from this state.
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.
4.4.0
.read onlymemberRemoved:FlxTypedSignal<T ‑> Void>
A FlxSignal
that dispatches when a child is removed from this group.
4.4.0
.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)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 FlxCamera
s 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
.
Inherited Methods
Defined by FlxState
create():Void
This function is called after the game engine successfully switches states. Override this function, NOT the constructor, to initialize or set up your game state. We do NOT recommend initializing any flixel objects or utilizing flixel features in the constructor, unless you want some crazy unpredictable things to happen!
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.
Defined by FlxTypedGroup
add(Object: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:
Object | The object you want to add to the group. |
---|
Returns:
The same FlxBasic
object that was passed in.
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 FlxBasic
s 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 FlxBasic
s flagged as not dead. Returns -1
if group is empty.
@:value({ Recurse : false })forEach(Function:T ‑> Void, Recurse:Bool = false):Void
Applies a function to all members.
Parameters:
Function | 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(Function:T ‑> Void, Recurse:Bool = false):Void
Applies a function to all alive
members.
Parameters:
Function | 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(Function:T ‑> Void, Recurse:Bool = false):Void
Applies a function to all dead members.
Parameters:
Function | 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(Function:T ‑> Void, Recurse:Bool = false):Void
Applies a function to all existing members.
Parameters:
Function | 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>, Function:K ‑> Void, Recurse:Bool = false):Void
getFirstAlive():T
@:value({ Force : false })getFirstAvailable(?ObjectClass:Class<T>, Force:Bool = false):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 |
Returns:
A FlxBasic
currently flagged as not existing.
getFirstDead():T
getFirstExisting():T
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.
@: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 |
---|---|
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.
kill():Void
Calls kill()
on the group's members
and then on the group itself.
You can revive this group later via revive()
after this.
@: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. |
---|---|
ObjectFactory | Optional factory function to create a new object
if there aren't any dead members to recycle.
If |
Force | Force the object to be an |
Revive | Whether recycled members should automatically be revived
(by calling |
Returns:
A reference to the object that was created.
@:value({ Splice : false })remove(Object:T, Splice:Bool = false):T
Removes an object from the group.
Parameters:
Object | The |
---|---|
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.
@:value({ Order : FlxSort.ASCENDING })inlinesort(Function:(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:
Function | The sorting function to use - you can use one of the premade ones in
|
---|---|
Order | A constant that defines the sort order.
Possible values are |