Packageorg.flixel
Classpublic class FlxG
InheritanceFlxG Inheritance Object

This is a global helper class full of useful functions for audio, input, basic info, and the camera system among other things.



Public Properties
 PropertyDefined By
  buffer : BitmapData
[static] Reference to the active graphics buffer.
FlxG
  debug : Boolean
[static] Whether you are running in Debug or Release mode.
FlxG
  elapsed : Number
[static] Represents the amount of time in seconds that passed since last frame.
FlxG
  fade : FlxFade
[static] A special effect that fades a color onto the screen.
FlxG
  flash : FlxFlash
[static] A special effect that flashes a color on the screen.
FlxG
  followLead : Point
[static] Used to force the camera to look ahead of the followTarget.
FlxG
  followLerp : Number
[static] Used to smoothly track the camera as it follows.
FlxG
  followMax : Point
[static] Stores the bottom and right edges of the camera area.
FlxG
  followMin : Point
[static] Stores the top and left edges of the camera area.
FlxG
  followTarget : FlxObject
[static] Tells the camera to follow this FlxCore object around.
FlxG
  framerate : uint
[static] The desired framerate for the game; default is 60.
FlxG
  frameratePaused : uint
[static] The desired framerate while paused; default is 10.
FlxG
  _game : FlxGame
[static] Internal tracker for game object (so we can pause and unpause)
FlxG
  height : uint
[static] The height of the screen in game pixels.
FlxG
  keys : FlxKeyboard
[static] A reference to a FlxKeyboard object.
FlxG
  kong : FlxKong
[static] Access to the Kongregate high scores and achievements API.
FlxG
  level : int
[static]
FlxG
  levels : Array
[static] FlxG.levels and FlxG.scores are generic global variables that can be used for various cross-state stuff.
FlxG
  LIBRARY_MAJOR_VERSION : uint = 2
[static] Assign a major version to your library.
FlxG
  LIBRARY_MINOR_VERSION : uint = 32
[static] Assign a minor version to your library.
FlxG
  LIBRARY_NAME : String = flixel
[static] If you build and maintain your own version of flixel, you can give it your own name here.
FlxG
  maxElapsed : Number
[static] Essentially locks the framerate to a minimum value - any slower and you'll get slowdown instead of frameskip; default is 1/30th of a second.
FlxG
  mouse : FlxMouse
[static] A reference to a FlxMouse object.
FlxG
  music : FlxSound
[static] A handy container for a background music object.
FlxG
  mute : Boolean
[static] Set mute to true to turn off the sound.
FlxG
  panel : FlxPanel
[static] The support panel (twitter, reddit, stumbleupon, paypal, etc) visor thing
FlxG
  pause : Boolean
[static] Set pause to true to pause the game, all sounds, and display the pause popup.
FlxG
  quake : FlxQuake
[static] A special effect that shakes the screen.
FlxG
  save : int
[static]
FlxG
  saves : Array
[static] FlxG.saves is a generic bucket for storing FlxSaves so you can access them whenever you want.
FlxG
  score : int
[static]
FlxG
  scores : Array
[static]
FlxG
  scroll : Point
[static] Stores the basic parallax scrolling values.
FlxG
  sounds : Array
[static] A list of all the sounds being played in the game.
FlxG
  stage : Stage
[static] [read-only] Retrieves the Flash stage object (required for event listeners)
FlxG
  state : FlxState
[static] Safely access the current game state.
FlxG
  timeScale : Number
[static] How fast or slow time should pass in the game; default is 1.0.
FlxG
  volume : Number
[static] Set volume to a number between 0 and 1 to change the global volume.
FlxG
  width : uint
[static] The width of the screen in game pixels.
FlxG
  workaround : Bitmap
[static]
FlxG
Protected Properties
 PropertyDefined By
  _cache : Object
[static] Internal storage system to prevent graphics from being used repeatedly in memory.
FlxG
  _mute : Boolean
[static] Internal flag for whether or not the game is muted.
FlxG
  _pause : Boolean
[static] Internal tracker for game pause state.
FlxG
  _scrollTarget : Point
[static] Internal, used to assist camera and scrolling.
FlxG
  _volume : Number
[static] Internal volume level, used for global sound control.
FlxG
Public Methods
 MethodDefined By
  
addBitmap(Graphic:Class, Reverse:Boolean = false, Unique:Boolean = false, Key:String = null):BitmapData
[static] Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.
FlxG
  
addLoadedBitmap(Graphic:Bitmap, Reverse:Boolean = false, Unique:Boolean = false):BitmapData
[static]
FlxG
  
checkBitmapCache(Key:String):Boolean
[static] Check the local bitmap cache to see if a bitmap with this key has been loaded already.
FlxG
  
createBitmap(Width:uint, Height:uint, Color:uint, Unique:Boolean = false, Key:String = null):BitmapData
[static] Generates a new BitmapData object (a colored square) and caches it.
FlxG
  
createBitmapSimple(key:String, Graphic:Bitmap):BitmapData
[static]
FlxG
  
destroySounds(ForceDestroy:Boolean = false):void
[static] Called by FlxGame on state changes to stop and destroy sounds.
FlxG
  
[static] Disable Fixel's default hot key controls
FlxG
  
[static] Disable pausing on focus lost
FlxG
  
doFollow():void
[static] Internal function that updates the camera and parallax scrolling.
FlxG
  
[static] Enable Fixel's default hot key controls
FlxG
  
[static] Enable pausing on focus lost
FlxG
  
follow(Target:FlxObject, Lerp:Number = 1):void
[static] Tells the camera subsystem what FlxCore object to follow.
FlxG
  
followAdjust(LeadX:Number = 0, LeadY:Number = 0):void
[static] Specify an additional camera component - the velocity-based "lead", or amount the camera should track in front of a sprite.
FlxG
  
followBounds(MinX:int = 0, MinY:int = 0, MaxX:int = 0, MaxY:int = 0, UpdateWorldBounds:Boolean = true):void
[static] Specify the boundaries of the level or where the camera is allowed to move.
FlxG
  
[static] Get a number that represents the mute state that we can multiply into a sound transform.
FlxG
  
log(Data:Object):void
[static] Log data to the developer console.
FlxG
  
play(EmbeddedSound:Class, Volume:Number = 1.0, Looped:Boolean = false):FlxSound
[static] Creates a new sound object from an embedded Class object.
FlxG
  
playMusic(Music:Class, Volume:Number = 1.0):void
[static] Set up and play a looping background soundtrack.
FlxG
  
resetInput():void
[static] Reset the input helper objects (useful when changing screens or states)
FlxG
  
setGameData(Game:FlxGame, Width:uint, Height:uint, Zoom:uint):void
[static] Called by FlxGame to set up FlxG during FlxGame's constructor.
FlxG
  
stream(URL:String, Volume:Number = 1.0, Looped:Boolean = false):FlxSound
[static] Creates a new sound object from a URL.
FlxG
  
unfollow():void
[static] Stops and resets the camera.
FlxG
  
[static] Calls update on the keyboard and mouse input tracking objects.
FlxG
  
[static] Called by the game loop to make sure the sounds get updated each frame.
FlxG
Protected Methods
 MethodDefined By
  
[static] An internal function that adjust the volume levels and the music channel after a change.
FlxG
  
[static] Internal helper, pauses all game sounds.
FlxG
  
playSounds():void
[static] Internal helper, pauses all game sounds.
FlxG
Property Detail
_cacheproperty
protected static var _cache:Object

Internal storage system to prevent graphics from being used repeatedly in memory.

_gameproperty 
public static var _game:FlxGame

Internal tracker for game object (so we can pause and unpause)

_muteproperty 
protected static var _mute:Boolean

Internal flag for whether or not the game is muted.

_pauseproperty 
protected static var _pause:Boolean

Internal tracker for game pause state.

_scrollTargetproperty 
protected static var _scrollTarget:Point

Internal, used to assist camera and scrolling.

_volumeproperty 
protected static var _volume:Number

Internal volume level, used for global sound control.

bufferproperty 
public static var buffer:BitmapData

Reference to the active graphics buffer. Can also be referenced via FlxState.screen.

debugproperty 
public static var debug:Boolean

Whether you are running in Debug or Release mode. Set automatically by FlxFactory during startup.

elapsedproperty 
public static var elapsed:Number

Represents the amount of time in seconds that passed since last frame.

fadeproperty 
public static var fade:FlxFade

A special effect that fades a color onto the screen. Usage: FlxG.fade.start();

flashproperty 
public static var flash:FlxFlash

A special effect that flashes a color on the screen. Usage: FlxG.flash.start();

followLeadproperty 
public static var followLead:Point

Used to force the camera to look ahead of the followTarget.

followLerpproperty 
public static var followLerp:Number

Used to smoothly track the camera as it follows.

followMaxproperty 
public static var followMax:Point

Stores the bottom and right edges of the camera area.

followMinproperty 
public static var followMin:Point

Stores the top and left edges of the camera area.

followTargetproperty 
public static var followTarget:FlxObject

Tells the camera to follow this FlxCore object around.

framerateproperty 
public static var framerate:uint

The desired framerate for the game; default is 60.

frameratePausedproperty 
public static var frameratePaused:uint

The desired framerate while paused; default is 10.

heightproperty 
public static var height:uint

The height of the screen in game pixels.

keysproperty 
public static var keys:FlxKeyboard

A reference to a FlxKeyboard object. Important for input!

kongproperty 
public static var kong:FlxKong

Access to the Kongregate high scores and achievements API.

levelproperty 
public static var level:int

levelsproperty 
public static var levels:Array

FlxG.levels and FlxG.scores are generic global variables that can be used for various cross-state stuff.

LIBRARY_MAJOR_VERSIONproperty 
public static var LIBRARY_MAJOR_VERSION:uint = 2

Assign a major version to your library. Appears before the decimal in the console.

LIBRARY_MINOR_VERSIONproperty 
public static var LIBRARY_MINOR_VERSION:uint = 32

Assign a minor version to your library. Appears after the decimal in the console.

LIBRARY_NAMEproperty 
public static var LIBRARY_NAME:String = flixel

If you build and maintain your own version of flixel, you can give it your own name here. Appears in the console.

maxElapsedproperty 
public static var maxElapsed:Number

Essentially locks the framerate to a minimum value - any slower and you'll get slowdown instead of frameskip; default is 1/30th of a second.

mouseproperty 
public static var mouse:FlxMouse

A reference to a FlxMouse object. Important for input!

musicproperty 
public static var music:FlxSound

A handy container for a background music object.

muteproperty 
mute:Boolean

Set mute to true to turn off the sound.

The default value is false.


Implementation
    public static function get mute():Boolean
    public static function set mute(value:Boolean):void
panelproperty 
public static var panel:FlxPanel

The support panel (twitter, reddit, stumbleupon, paypal, etc) visor thing

pauseproperty 
pause:Boolean

Set pause to true to pause the game, all sounds, and display the pause popup.


Implementation
    public static function get pause():Boolean
    public static function set pause(value:Boolean):void
quakeproperty 
public static var quake:FlxQuake

A special effect that shakes the screen. Usage: FlxG.quake.start();

saveproperty 
public static var save:int

savesproperty 
public static var saves:Array

FlxG.saves is a generic bucket for storing FlxSaves so you can access them whenever you want.

scoreproperty 
public static var score:int

scoresproperty 
public static var scores:Array

scrollproperty 
public static var scroll:Point

Stores the basic parallax scrolling values.

soundsproperty 
public static var sounds:Array

A list of all the sounds being played in the game.

stageproperty 
stage:Stage  [read-only]

Retrieves the Flash stage object (required for event listeners)


Implementation
    public static function get stage():Stage
stateproperty 
state:FlxState

Safely access the current game state.


Implementation
    public static function get state():FlxState
    public static function set state(value:FlxState):void
timeScaleproperty 
public static var timeScale:Number

How fast or slow time should pass in the game; default is 1.0.

volumeproperty 
volume:Number

Set volume to a number between 0 and 1 to change the global volume.

The default value is 0.5.


Implementation
    public static function get volume():Number
    public static function set volume(value:Number):void
widthproperty 
public static var width:uint

The width of the screen in game pixels.

workaroundproperty 
public static var workaround:Bitmap

Method Detail
addBitmap()method
public static function addBitmap(Graphic:Class, Reverse:Boolean = false, Unique:Boolean = false, Key:String = null):BitmapData

Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.

Parameters

Graphic:Class — The image file that you want to load.
 
Reverse:Boolean (default = false) — Whether to generate a flipped version.
 
Unique:Boolean (default = false)
 
Key:String (default = null)

Returns
BitmapData — The BitmapData we just created.
addLoadedBitmap()method 
public static function addLoadedBitmap(Graphic:Bitmap, Reverse:Boolean = false, Unique:Boolean = false):BitmapData

Parameters

Graphic:Bitmap
 
Reverse:Boolean (default = false)
 
Unique:Boolean (default = false)

Returns
BitmapData
changeSounds()method 
protected static function changeSounds():void

An internal function that adjust the volume levels and the music channel after a change.

checkBitmapCache()method 
public static function checkBitmapCache(Key:String):Boolean

Check the local bitmap cache to see if a bitmap with this key has been loaded already.

Parameters

Key:String — The string key identifying the bitmap.

Returns
Boolean — Whether or not this file can be found in the cache.
createBitmap()method 
public static function createBitmap(Width:uint, Height:uint, Color:uint, Unique:Boolean = false, Key:String = null):BitmapData

Generates a new BitmapData object (a colored square) and caches it.

Parameters

Width:uint — How wide the square should be.
 
Height:uint — How high the square should be.
 
Color:uint — What color the square should be (0xAARRGGBB)
 
Unique:Boolean (default = false)
 
Key:String (default = null)

Returns
BitmapData — The BitmapData we just created.
createBitmapSimple()method 
public static function createBitmapSimple(key:String, Graphic:Bitmap):BitmapData

Parameters

key:String
 
Graphic:Bitmap

Returns
BitmapData
destroySounds()method 
public static function destroySounds(ForceDestroy:Boolean = false):void

Called by FlxGame on state changes to stop and destroy sounds.

Parameters

ForceDestroy:Boolean (default = false) — Kill sounds even if they're flagged survive.

disableDefaultHotKeys()method 
public static function disableDefaultHotKeys():void

Disable Fixel's default hot key controls

disablePauseOnFocusLost()method 
public static function disablePauseOnFocusLost():void

Disable pausing on focus lost

doFollow()method 
public static function doFollow():void

Internal function that updates the camera and parallax scrolling.

enableDefaultHotKeys()method 
public static function enableDefaultHotKeys():void

Enable Fixel's default hot key controls

enablePauseOnFocusLost()method 
public static function enablePauseOnFocusLost():void

Enable pausing on focus lost

follow()method 
public static function follow(Target:FlxObject, Lerp:Number = 1):void

Tells the camera subsystem what FlxCore object to follow.

Parameters

Target:FlxObject — The object to follow.
 
Lerp:Number (default = 1) — How much lag the camera should have (can help smooth out the camera movement).

followAdjust()method 
public static function followAdjust(LeadX:Number = 0, LeadY:Number = 0):void

Specify an additional camera component - the velocity-based "lead", or amount the camera should track in front of a sprite.

Parameters

LeadX:Number (default = 0) — Percentage of X velocity to add to the camera's motion.
 
LeadY:Number (default = 0) — Percentage of Y velocity to add to the camera's motion.

followBounds()method 
public static function followBounds(MinX:int = 0, MinY:int = 0, MaxX:int = 0, MaxY:int = 0, UpdateWorldBounds:Boolean = true):void

Specify the boundaries of the level or where the camera is allowed to move.

Parameters

MinX:int (default = 0) — The smallest X value of your level (usually 0).
 
MinY:int (default = 0) — The smallest Y value of your level (usually 0).
 
MaxX:int (default = 0) — The largest X value of your level (usually the level width).
 
MaxY:int (default = 0) — The largest Y value of your level (usually the level height).
 
UpdateWorldBounds:Boolean (default = true) — Whether the quad tree's dimensions should be updated to match.

getMuteValue()method 
public static function getMuteValue():uint

Get a number that represents the mute state that we can multiply into a sound transform.

Returns
uint — An unsigned integer - 0 if muted, 1 if not muted.
log()method 
public static function log(Data:Object):void

Log data to the developer console.

Parameters

Data:Object — Anything you want to log to the console.

pauseSounds()method 
protected static function pauseSounds():void

Internal helper, pauses all game sounds.

play()method 
public static function play(EmbeddedSound:Class, Volume:Number = 1.0, Looped:Boolean = false):FlxSound

Creates a new sound object from an embedded Class object.

Parameters

EmbeddedSound:Class — The sound you want to play.
 
Volume:Number (default = 1.0) — How loud to play it (0 to 1).
 
Looped:Boolean (default = false) — Whether or not to loop this sound.

Returns
FlxSound — A FlxSound object.
playMusic()method 
public static function playMusic(Music:Class, Volume:Number = 1.0):void

Set up and play a looping background soundtrack.

Parameters

Music:Class — The sound file you want to loop in the background.
 
Volume:Number (default = 1.0) — How loud the sound should be, from 0 to 1.

playSounds()method 
protected static function playSounds():void

Internal helper, pauses all game sounds.

resetInput()method 
public static function resetInput():void

Reset the input helper objects (useful when changing screens or states)

setGameData()method 
public static function setGameData(Game:FlxGame, Width:uint, Height:uint, Zoom:uint):void

Called by FlxGame to set up FlxG during FlxGame's constructor.

Parameters

Game:FlxGame
 
Width:uint
 
Height:uint
 
Zoom:uint

stream()method 
public static function stream(URL:String, Volume:Number = 1.0, Looped:Boolean = false):FlxSound

Creates a new sound object from a URL.

Parameters

URL:String — The sound you want to play.
 
Volume:Number (default = 1.0) — How loud to play it (0 to 1).
 
Looped:Boolean (default = false) — Whether or not to loop this sound.

Returns
FlxSound — A FlxSound object.
unfollow()method 
public static function unfollow():void

Stops and resets the camera.

updateInput()method 
public static function updateInput():void

Calls update on the keyboard and mouse input tracking objects.

updateSounds()method 
public static function updateSounds():void

Called by the game loop to make sure the sounds get updated each frame.