| Package | org.flixel |
| Class | public class FlxGroup |
| Inheritance | FlxGroup FlxObject FlxRect FlxPoint Object |
| Subclasses | FlxButton, FlxPause, Layer, Panel |
FlxObjects.
NOTE: Although FlxGroup extends FlxObject, it will not automatically
add itself to the global collisions quad tree, it will only add its members.
| Property | Defined By | ||
|---|---|---|---|
![]() | acceleration : FlxPoint
How fast the speed of this object is changing. | FlxObject | |
![]() | active : Boolean
If an object is not alive, the game loop will not automatically call update() on it. | FlxObject | |
![]() | angle : Number
Set the angle of a sprite to rotate it. | FlxObject | |
![]() | angularAcceleration : Number
How fast the spin speed should change. | FlxObject | |
![]() | angularDrag : Number
Like drag but for spinning. | FlxObject | |
![]() | angularVelocity : Number
This is how fast you want this sprite to spin. | FlxObject | |
![]() | bottom : Number [read-only]
The Y coordinate of the bottom of the rectangle. | FlxRect | |
![]() | colHullX : FlxRect
These store a couple of useful numbers for speeding up collision resolution. | FlxObject | |
![]() | colHullY : FlxRect
These store a couple of useful numbers for speeding up collision resolution. | FlxObject | |
![]() | collideBottom : Boolean
Flag for direction collision resolution. | FlxObject | |
![]() | collideLeft : Boolean
Flag for direction collision resolution. | FlxObject | |
![]() | collideRight : Boolean
Flag for direction collision resolution. | FlxObject | |
![]() | collideTop : Boolean
Flag for direction collision resolution. | FlxObject | |
![]() | colOffsets : Array
An array of FlxPoint objects. | FlxObject | |
![]() | colVector : FlxPoint
These store a couple of useful numbers for speeding up collision resolution. | FlxObject | |
![]() | dead : Boolean
Handy for tracking gameplay or animations. | FlxObject | |
![]() | drag : FlxPoint
This isn't drag exactly, more like deceleration that is only applied
when acceleration is not affecting the sprite. | FlxObject | |
![]() | exists : Boolean
Kind of a global on/off switch for any objects descended from FlxObject. | FlxObject | |
![]() | fixed : Boolean
If an object is 'fixed' in space, it will not budge when it collides with a not-fixed object. | FlxObject | |
![]() | _group : Boolean
Dedicated internal flag for whether or not this class is a FlxGroup. | FlxObject | |
![]() | health : Number
Handy for storing health percentage or armor points or whatever. | FlxObject | |
![]() | height : Number | FlxRect | |
| ID : int | FlxGroup | ||
![]() | left : Number [read-only]
The X coordinate of the left side of the rectangle. | FlxRect | |
![]() | maxAngular : Number
Use in conjunction with angularAcceleration for fluid spin speed control. | FlxObject | |
![]() | maxThrust : Number
Used to cap thrust, helpful and easy!
| FlxObject | |
![]() | maxVelocity : FlxPoint
If you are using acceleration, you can use maxVelocity with it
to cap the speed automatically (very useful!). | FlxObject | |
| members : Array
Array of all the FlxObjects that exist in this layer. | FlxGroup | ||
![]() | moves : Boolean
Set this to false if you want to skip the automatic motion/movement stuff (see updateMotion()). | FlxObject | |
| name : String | FlxGroup | ||
![]() | onFloor : Boolean
Flag that indicates whether or not you just hit the floor. | FlxObject | |
![]() | origin : FlxPoint
WARNING: The origin of the sprite will default to its center. | FlxObject | |
![]() | right : Number [read-only]
The X coordinate of the right side of the rectangle. | FlxRect | |
![]() | scrollFactor : FlxPoint
A point that can store numbers from 0 to 1 (for X and Y independently)
that governs how much this object is affected by the camera subsystem. | FlxObject | |
![]() | solid : Boolean
If an object is dead, the functions that automate collisions will skip it (see FlxG.overlapArrays() and FlxG.collideArrays()). | FlxObject | |
![]() | thrust : Number
If you want to do Asteroids style stuff, check out thrust,
instead of directly accessing the object's velocity or acceleration. | FlxObject | |
![]() | top : Number [read-only]
The Y coordinate of the top of the rectangle. | FlxRect | |
![]() | velocity : FlxPoint
The basic speed of this object. | FlxObject | |
![]() | visible : Boolean
If an object is not visible, the game loop will not automatically call render() on it. | FlxObject | |
![]() | width : Number | FlxRect | |
![]() | x : Number | FlxPoint | |
![]() | y : Number | FlxPoint | |
| Property | Defined By | ||
|---|---|---|---|
| _first : Boolean | FlxGroup | ||
![]() | _flashPoint : Point
This is a pre-allocated Flash Point object, which is useful for certain Flash graphics API calls
| FlxObject | |
![]() | _flicker : Boolean
Internal helper used for retro-style flickering. | FlxObject | |
![]() | _flickerTimer : Number
Internal helper used for retro-style flickering. | FlxObject | |
| _last : FlxPoint
Helpers for moving/updating group members. | FlxGroup | ||
![]() | _point : FlxPoint
This is just a pre-allocated x-y point container to be used however you like
| FlxObject | |
![]() | _rect : FlxRect
This is just a pre-allocated rectangle container to be used however you like
| FlxObject | |
| Method | Defined By | ||
|---|---|---|---|
FlxGroup()
Constructor
| FlxGroup | ||
Adds a new FlxObject subclass (FlxSprite, FlxBlock, etc) to the list of children
| FlxGroup | ||
![]() | FlxObject | ||
countDead():int
Call this function to find out how many members of the group are dead. | FlxGroup | ||
countLiving():int
Call this function to find out how many members of the group are not dead. | FlxGroup | ||
countOnScreen():int
Returns a count of how many objects in this group are on-screen right now. | FlxGroup | ||
destroy():void [override]
Override this function to handle any deleting or "shutdown" type operations you might need,
such as removing traditional Flash children like Sprite objects. | FlxGroup | ||
![]() | flicker(Duration:Number = 1):void
Tells this object to flicker, retro-style. | FlxObject | |
![]() | flickering():Boolean
Check to see if the object is still flickering. | FlxObject | |
Call this function to retrieve the first object with dead == false in the group. | FlxGroup | ||
Call this function to retrieve the first object with exists == false in the group. | FlxGroup | ||
Call this function to retrieve the first object with dead == true in the group. | FlxGroup | ||
Call this function to retrieve the first object with exists == true in the group. | FlxGroup | ||
getFirstNull():int
Call this function to retrieve the first index set to 'null'. | FlxGroup | ||
Returns a member at random from the group. | FlxGroup | ||
![]() |
Call this function to figure out the on-screen position of the object. | FlxObject | |
![]() |
Called when this object's bottom edge collides with the top of another FlxObject. | FlxObject | |
![]() |
Called when this object's left side collides with another FlxObject's right. | FlxObject | |
![]() |
Called when this object's right side collides with another FlxObject's left. | FlxObject | |
![]() |
Called when this object's top collides with the bottom of another FlxObject. | FlxObject | |
![]() | hurt(Damage:Number):void
Call this function to "damage" (or give health bonus) to this sprite. | FlxObject | |
kill():void [override]
Calls kill on the group and all its members. | FlxGroup | ||
![]() | onScreen():Boolean
Check and see if this object is currently on screen. | FlxObject | |
![]() |
Checks to see if some FlxObject object overlaps this FlxObject object. | FlxObject | |
![]() | overlapsPoint(X:Number, Y:Number, PerPixel:Boolean = false):Boolean
Checks to see if a point in 2D space overlaps this FlxObject object. | FlxObject | |
![]() | preCollide(Object:FlxObject):void
FlxU.collide() (and thus FlxObject.collide()) call
this function each time two objects are compared to see if they collide. | FlxObject | |
![]() | refreshHulls():void
Called by FlxObject.updateMotion() and some constructors to
rebuild the basic collision data for this object. | FlxObject | |
Removes an object from the group. | FlxGroup | ||
render():void [override]
Automatically goes through and calls render on everything you added,
override this loop to control render order manually. | FlxGroup | ||
Replaces an existing FlxObject with a new one. | FlxGroup | ||
reset(X:Number, Y:Number):void [override]
If the group's position is reset, we want to reset all its members too. | FlxGroup | ||
resetFirstAvail(X:Number = 0, Y:Number = 0):Boolean
Finds the first object with exists == false and calls reset on it. | FlxGroup | ||
toString():String [override] | FlxGroup | ||
update():void [override]
Automatically goes through and calls update on everything you added,
override this function to handle custom input and perform collisions. | FlxGroup | ||
| Method | Defined By | ||
|---|---|---|---|
destroyMembers():void
Internal function that actually loops through and destroys each member. | FlxGroup | ||
killMembers():void
Internal function that calls kill on all members. | FlxGroup | ||
renderMembers():void
Internal function that actually loops through and renders all the group members. | FlxGroup | ||
saveOldPosition():void
Internal function, helps with the moving/updating of group members. | FlxGroup | ||
![]() | updateFlickering():void
Just updates the retro-style flickering. | FlxObject | |
updateMembers():void
Internal function that actually goes through and updates all the group members. | FlxGroup | ||
![]() | updateMotion():void
Internal function for updating the position and speed of this object. | FlxObject | |
| _first | property |
protected var _first:Boolean| _last | property |
protected var _last:FlxPointHelpers for moving/updating group members.
| ID | property |
public var ID:int| members | property |
public var members:Array
Array of all the FlxObjects that exist in this layer.
| name | property |
public var name:String| FlxGroup | () | Constructor |
public function FlxGroup()Constructor
| add | () | method |
public function add(Object:FlxObject, ShareScroll:Boolean = false):FlxObject
Adds a new FlxObject subclass (FlxSprite, FlxBlock, etc) to the list of children
Parameters
Object:FlxObject — The object you want to add
| |
ShareScroll:Boolean (default = false) — Whether or not this FlxCore should sync up with this layer's scrollFactor
|
FlxObject — The same FlxCore object that was passed in.
|
| countDead | () | method |
public function countDead():intCall this function to find out how many members of the group are dead.
Returnsint — The number of FlxObjects flagged as dead. Returns -1 if group is empty.
|
| countLiving | () | method |
public function countLiving():intCall this function to find out how many members of the group are not dead.
Returnsint — The number of FlxObjects flagged as not dead. Returns -1 if group is empty.
|
| countOnScreen | () | method |
public function countOnScreen():intReturns a count of how many objects in this group are on-screen right now.
Returnsint — The number of FlxObjects that are on screen. Returns -1 if group is empty.
|
| destroy | () | method |
override public function destroy():voidOverride this function to handle any deleting or "shutdown" type operations you might need, such as removing traditional Flash children like Sprite objects.
| destroyMembers | () | method |
protected function destroyMembers():voidInternal function that actually loops through and destroys each member.
| getFirstAlive | () | method |
public function getFirstAlive():FlxObjectCall this function to retrieve the first object with dead == false in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject — A FlxObject currently flagged as not dead.
|
| getFirstAvail | () | method |
public function getFirstAvail():FlxObjectCall this function to retrieve the first object with exists == false in the group. This is handy for recycling in general, e.g. respawning enemies.
ReturnsFlxObject — A FlxObject currently flagged as not existing.
|
| getFirstDead | () | method |
public function getFirstDead():FlxObjectCall this function to retrieve the first object with dead == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject — A FlxObject currently flagged as dead.
|
| getFirstExtant | () | method |
public function getFirstExtant():FlxObjectCall this function to retrieve the first object with exists == true in the group. This is handy for checking if everything's wiped out, or choosing a squad leader, etc.
ReturnsFlxObject — A FlxObject currently flagged as existing.
|
| getFirstNull | () | method |
public function getFirstNull():intCall this function to retrieve the first index set to 'null'. Returns -1 if no index stores a null object.
Returnsint — An int indicating the first null slot in the group.
|
| getRandom | () | method |
public function getRandom():FlxObjectReturns a member at random from the group.
ReturnsFlxObject — A FlxObject from the members list.
|
| kill | () | method |
override public function kill():voidCalls kill on the group and all its members.
| killMembers | () | method |
protected function killMembers():voidInternal function that calls kill on all members.
| remove | () | method |
public function remove(Object:FlxObject, Splice:Boolean = false):FlxObjectRemoves an object from the group.
Parameters
Object:FlxObject — The FlxObject you want to remove.
| |
Splice:Boolean (default = false) — Whether the object should be cut from the array entirely or not.
|
FlxObject — The removed object.
|
| render | () | method |
override public function render():voidAutomatically goes through and calls render on everything you added, override this loop to control render order manually.
| renderMembers | () | method |
protected function renderMembers():voidInternal function that actually loops through and renders all the group members.
| replace | () | method |
public function replace(OldObject:FlxObject, NewObject:FlxObject):FlxObject
Replaces an existing FlxObject with a new one.
Parameters
OldObject:FlxObject — The object you want to replace.
| |
NewObject:FlxObject — The new object you want to use instead.
|
FlxObject — The new object.
|
| reset | () | method |
override public function reset(X:Number, Y:Number):voidIf the group's position is reset, we want to reset all its members too.
Parameters
X:Number — The new X position of this object.
| |
Y:Number — The new Y position of this object.
|
| resetFirstAvail | () | method |
public function resetFirstAvail(X:Number = 0, Y:Number = 0):BooleanFinds the first object with exists == false and calls reset on it.
Parameters
X:Number (default = 0) — The new X position of this object.
| |
Y:Number (default = 0) — The new Y position of this object.
|
Boolean — Whether a suitable FlxObject was found and reset.
|
| saveOldPosition | () | method |
protected function saveOldPosition():voidInternal function, helps with the moving/updating of group members.
| toString | () | method |
override public function toString():StringReturnsString |
| update | () | method |
override public function update():voidAutomatically goes through and calls update on everything you added, override this function to handle custom input and perform collisions.
| updateMembers | () | method |
protected function updateMembers():void
Internal function that actually goes through and updates all the group members.
Depends on saveOldPosition() to set up the correct values in _last in order to work properly.