| Package | org.flixel |
| Class | public class FlxG |
| Property | Defined 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 game and SWF framerate; default is 60.
| FlxG | ||
| frameratePaused : uint [static]
The game and SWF framerate while paused; default is 10.
| 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 = 34 [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 | ||
| Property | Defined by | ||
|---|---|---|---|
| _cache : Object [static]
Internal storage system to prevent graphics from being used repeatedly in memory.
| FlxG | ||
| _game : FlxGame
[static]
Internal tracker for game object (so we can pause & unpause)
| 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 | ||
| Method | Defined 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 | ||
|
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 | ||
|
destroySounds(ForceDestroy:Boolean = false):void
[static]
Called by FlxGame on state changes to stop and destroy sounds.
| FlxG | ||
|
doFollow():void
[static]
Internal function that updates the camera and parallax scrolling.
| FlxG | ||
|
[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 | ||
|
getMuteValue():uint
[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 | ||
|
[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 | ||
|
[static]
Creates a new sound object from a URL.
| FlxG | ||
|
unfollow():void
[static]
Stops and resets the camera.
| FlxG | ||
|
updateInput():void
[static]
Calls update on the keyboard and mouse input tracking objects.
| FlxG | ||
|
updateSounds():void
[static]
Called by the game loop to make sure the sounds get updated each frame.
| FlxG | ||
| Method | Defined by | ||
|---|---|---|---|
|
changeSounds():void
[static]
An internal function that adjust the volume levels and the music channel after a change.
| FlxG | ||
|
pauseSounds():void
[static]
Internal helper, pauses all game sounds.
| FlxG | ||
|
playSounds():void
[static]
Internal helper, pauses all game sounds.
| FlxG | ||
| buffer | property |
public static var buffer:BitmapData
Reference to the active graphics buffer.
Can also be referenced via FlxState.screen.
| _cache | property |
protected static var _cache:ObjectInternal storage system to prevent graphics from being used repeatedly in memory.
| debug | property |
public static var debug:Boolean
Whether you are running in Debug or Release mode.
Set automatically by FlxFactory during startup.
| elapsed | property |
public static var elapsed:NumberRepresents the amount of time in seconds that passed since last frame.
| fade | property |
public static var fade:FlxFadeA special effect that fades a color onto the screen. Usage: FlxG.fade.start();
| flash | property |
public static var flash:FlxFlashA special effect that flashes a color on the screen. Usage: FlxG.flash.start();
| followLead | property |
public static var followLead:Point
Used to force the camera to look ahead of the followTarget.
| followLerp | property |
public static var followLerp:NumberUsed to smoothly track the camera as it follows.
| followMax | property |
public static var followMax:PointStores the bottom and right edges of the camera area.
| followMin | property |
public static var followMin:PointStores the top and left edges of the camera area.
| followTarget | property |
public static var followTarget:FlxObject
Tells the camera to follow this FlxCore object around.
| framerate | property |
framerate:uint [read-write]The game and SWF framerate; default is 60.
Implementation public static function get framerate():uint
public function set framerate(value:uint):void
| frameratePaused | property |
frameratePaused:uint [read-write]The game and SWF framerate while paused; default is 10.
Implementation public static function get frameratePaused():uint
public function set frameratePaused(value:uint):void
| _game | property |
protected static var _game:FlxGameInternal tracker for game object (so we can pause & unpause)
| height | property |
public static var height:uintThe height of the screen in game pixels.
| keys | property |
public static var keys:FlxKeyboard
A reference to a FlxKeyboard object. Important for input!
| kong | property |
public static var kong:FlxKongAccess to the Kongregate high scores and achievements API.
| level | property |
public static var level:int
| levels | property |
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_VERSION | property |
public static var LIBRARY_MAJOR_VERSION:uint = 2Assign a major version to your library. Appears before the decimal in the console.
| LIBRARY_MINOR_VERSION | property |
public static var LIBRARY_MINOR_VERSION:uint = 34Assign a minor version to your library. Appears after the decimal in the console.
| LIBRARY_NAME | property |
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.
| maxElapsed | property |
public static var maxElapsed:NumberEssentially locks the framerate to a minimum value - any slower and you'll get slowdown instead of frameskip; default is 1/30th of a second.
| mouse | property |
public static var mouse:FlxMouse
A reference to a FlxMouse object. Important for input!
| music | property |
public static var music:FlxSoundA handy container for a background music object.
| _mute | property |
protected static var _mute:BooleanInternal flag for whether or not the game is muted.
| mute | property |
mute:Boolean [read-write]
Set mute to true to turn off the sound.
The default value is false.
public static function get mute():Boolean
public function set mute(value:Boolean):void
| panel | property |
public static var panel:FlxPanelThe support panel (twitter, reddit, stumbleupon, paypal, etc) visor thing
| _pause | property |
protected static var _pause:BooleanInternal tracker for game pause state.
| pause | property |
pause:Boolean [read-write]
Set pause to true to pause the game, all sounds, and display the pause popup.
public static function get pause():Boolean
public function set pause(value:Boolean):void
| quake | property |
public static var quake:FlxQuakeA special effect that shakes the screen. Usage: FlxG.quake.start();
| save | property |
public static var save:int
| saves | property |
public static var saves:Array
FlxG.saves is a generic bucket for storing
FlxSaves so you can access them whenever you want.
| score | property |
public static var score:int
| scores | property |
public static var scores:Array
| scroll | property |
public static var scroll:PointStores the basic parallax scrolling values.
| _scrollTarget | property |
protected static var _scrollTarget:PointInternal, used to assist camera and scrolling.
| sounds | property |
public static var sounds:ArrayA list of all the sounds being played in the game.
| stage | property |
stage:Stage [read-only]Retrieves the Flash stage object (required for event listeners)
Implementation public static function get stage():Stage
| state | property |
state:FlxState [read-write]Safely access the current game state.
Implementation public static function get state():FlxState
public function set state(value:FlxState):void
| timeScale | property |
public static var timeScale:NumberHow fast or slow time should pass in the game; default is 1.0.
| _volume | property |
protected static var _volume:NumberInternal volume level, used for global sound control.
| volume | property |
volume:Number [read-write]
Set volume to a number between 0 and 1 to change the global volume.
The default value is 0.5.
public static function get volume():Number
public function set volume(value:Number):void
| width | property |
public static var width:uintThe width of the screen in game pixels.
| addBitmap | () | method |
public static function addBitmap(Graphic:Class, Reverse:Boolean = false, Unique:Boolean = false, Key:String = null):BitmapDataLoads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.
ParametersGraphic: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) |
BitmapData — The BitmapData we just created.
|
| changeSounds | () | method |
protected static function changeSounds():voidAn internal function that adjust the volume levels and the music channel after a change.
| checkBitmapCache | () | method |
public static function checkBitmapCache(Key:String):BooleanCheck the local bitmap cache to see if a bitmap with this key has been loaded already.
ParametersKey:String — The string key identifying the bitmap.
|
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.
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) |
BitmapData — The BitmapData we just created.
|
| destroySounds | () | method |
public static function destroySounds(ForceDestroy:Boolean = false):voidCalled by FlxGame on state changes to stop and destroy sounds.
ParametersForceDestroy:Boolean (default = false) — Kill sounds even if they're flagged survive.
|
| doFollow | () | method |
public static function doFollow():voidInternal function that updates the camera and parallax scrolling.
| follow | () | method |
public static function follow(Target:FlxObject, Lerp:Number = 1):void
Tells the camera subsystem what FlxCore object to follow.
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):voidSpecify an additional camera component - the velocity-based "lead", or amount the camera should track in front of a sprite.
ParametersLeadX: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):voidSpecify the boundaries of the level or where the camera is allowed to move.
ParametersMinX: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():uintGet a number that represents the mute state that we can multiply into a sound transform.
Returnsuint — An unsigned integer - 0 if muted, 1 if not muted.
|
| log | () | method |
public static function log(Data:Object):voidLog data to the developer console.
ParametersData:Object — Anything you want to log to the console.
|
| pauseSounds | () | method |
protected static function pauseSounds():voidInternal 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.
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.
|
FlxSound —
A FlxSound object.
|
| playMusic | () | method |
public static function playMusic(Music:Class, Volume:Number = 1.0):voidSet up and play a looping background soundtrack.
ParametersMusic: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():voidInternal helper, pauses all game sounds.
| resetInput | () | method |
public static function resetInput():voidReset 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.
Game:FlxGame |
|
Width:uint |
|
Height:uint |
|
Zoom:uint |
| stream | () | method |
public static function stream(URL:String, Volume:Number = 1.0, Looped:Boolean = false):FlxSoundCreates a new sound object from a URL.
ParametersURL: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.
|
FlxSound —
A FlxSound object.
|
| unfollow | () | method |
public static function unfollow():voidStops and resets the camera.
| updateInput | () | method |
public static function updateInput():voidCalls update on the keyboard and mouse input tracking objects.
| updateSounds | () | method |
public static function updateSounds():voidCalled by the game loop to make sure the sounds get updated each frame.