Packageorg.flixel
Classpublic class FlxState
InheritanceFlxState Inheritance flash.display.Sprite
Subclasses GameState

This is the basic game "state" object - e.g. in a simple game you might have a menu state and a play state. It acts as a kind of container for all your game objects. You can also access the game's background color and screen buffer through this object. FlxState is kind of a funny class from the technical side, it is just a regular Flash Sprite display object, with one member variable: a flixel FlxGroup. This means you can load it up with regular Flash stuff or with flixel elements, whatever works!



Public Properties
 PropertyDefined By
  bgColor : uint
[static] This static variable indicates the "clear color" or default background color of the game.
FlxState
  defaultGroup : FlxGroup
Internal group used to organize and display objects you add to this state.
FlxState
  screen : FlxSprite
[static] This static variable holds the screen buffer, so you can draw to it directly if you want.
FlxState
Public Methods
 MethodDefined By
  
Creates a new FlxState object, instantiating screen if necessary.
FlxState
  
Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the game loop.
FlxState
  
collide():void
This function collides defaultGroup against defaultGroup (basically everything you added to this state).
FlxState
  
create():void
Override this function to set up your game state.
FlxState
  
destroy():void
Override this function to handle any deleting or "shutdown" type operations you might need (such as removing traditional Flash children like Sprite objects).
FlxState
  
Override this function to do special pre-processing FX like light bloom.
FlxState
  
preProcess():void
Override this function to do special pre-processing FX like motion blur.
FlxState
  
render():void
Automatically goes through and calls render on everything you added to the game loop, override this loop to manually control the rendering process.
FlxState
  
update():void
Automatically goes through and calls update on everything you added to the game loop, override this function to handle custom input and perform collisions/
FlxState
Property Detail
bgColorproperty
public static var bgColor:uint

This static variable indicates the "clear color" or default background color of the game. Change it at ANY time using FlxState.bgColor.

defaultGroupproperty 
public var defaultGroup:FlxGroup

Internal group used to organize and display objects you add to this state.

screenproperty 
public static var screen:FlxSprite

This static variable holds the screen buffer, so you can draw to it directly if you want.

Constructor Detail
FlxState()Constructor
public function FlxState()

Creates a new FlxState object, instantiating screen if necessary.

Method Detail
add()method
public function add(Core:FlxObject):FlxObject

Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the game loop. FlxState is adding this object to its built-in FlxGroup to automate updating and rendering.

Parameters

Core:FlxObject — The object you want to add to the game loop.

Returns
FlxObject
collide()method 
public function collide():void

This function collides defaultGroup against defaultGroup (basically everything you added to this state).

create()method 
public function create():void

Override this function to set up your game state. This is where you create your groups and game objects and all that good stuff.

destroy()method 
public function destroy():void

Override this function to handle any deleting or "shutdown" type operations you might need (such as removing traditional Flash children like Sprite objects).

postProcess()method 
public function postProcess():void

Override this function to do special pre-processing FX like light bloom. You can use scaling or blending modes or whatever you want against FlxState.screen to achieve all sorts of cool FX.

preProcess()method 
public function preProcess():void

Override this function to do special pre-processing FX like motion blur. You can use scaling or blending modes or whatever you want against FlxState.screen to achieve all sorts of cool FX.

render()method 
public function render():void

Automatically goes through and calls render on everything you added to the game loop, override this loop to manually control the rendering process.

update()method 
public function update():void

Automatically goes through and calls update on everything you added to the game loop, override this function to handle custom input and perform collisions/