Constructor

new(?defaultPage:String, ?backgroundColor:FlxColor)

Methods

Inherited Variables

Defined by OptionsMenu

@:value(0)curSelected:Int = 0

@:value(false)inMenu:Bool = false

@:value(new FlxTypedGroup<Option>())page:FlxTypedGroup<Option> = new FlxTypedGroup<Option>()

@:value("Categories")pageName:String = "Categories"

@:value(["Categories" => [new PageOption("Gameplay", "Gameplay", "Change gameplay-related options,\nsuch as downscroll and ghost tapping."), new PageOption("Graphics", "Graphics", "Change graphical-related options,\nsuch as max FPS."), new PageOption("Misc", "Misc", "Change miscellaneous options that\ndon't fit in the other categories."), new PageOption("Mod Options", "Mod Options", "Change options for specific mods."), new PageOption("Developer Options", "Developer Options", "Change options for developing mods.")], "Gameplay" => [new PageOption("Back", "Categories", "Go back to the main menu."), new GameSubStateOption("Binds", substates.ControlMenuSubstate, "Change key bindings."), new BoolOption("Key Bind Reminders", "extraKeyReminders", "Should key binding reminders show up\nwhen playing a non-4-key song."), new GameSubStateOption("Song Offset", substates.SongOffsetMenu, "Change the offset of the song."), new PageOption("Judgements", "Judgements", "Change settings related to judgments.\n(sick, good, bad, etc.)"), new PageOption("Input Options", "Input Options", "Change options related to note inputs."), new BoolOption("Downscroll", "downscroll", "Toggle downscroll."), new BoolOption("Middlescroll", "middlescroll", "Toggle middlescroll."), new BoolOption("Bot", "botplay", "Toggle botplay for songs.\nUseful for showcasing hard charts."), new BoolOption("Quick Restart", "quickRestart", "When toggled, the game over animation will not play."), new BoolOption("No Death", "noDeath", "When toggled, the player is unable to die."), new BoolOption("Use Custom Scrollspeed", "useCustomScrollSpeed", "When toggled, a custom scroll speed will be used."), new GameSubStateOption("Custom Scroll Speed", substates.ScrollSpeedMenu, "Change the value of the custom scroll speed."), new StringSaveOption("Hitsound", CoolUtil.coolTextFile(Paths.txt("hitsoundList")), "hitsound", "Change the hitsound used when hitting a note.")], "Graphics" => [new PageOption("Back", "Categories", "Go back to the main menu."), new PageOption("Note Options", "Note Options", "Change note-related options."), new PageOption("Info Display", "Info Display", "Change optiosn related to the info display.\n(FPS counter, memory display, etc)."), new PageOption("Optimizations", "Optimizations", "Change optimization options, such as anitaliasing."), new GameSubStateOption("Max FPS", substates.MaxFPSMenu, "Change the maximum framerate."), new BoolOption("VSync", "vSync", "Toggle VSync."), new BoolOption("Bigger Score Text", "biggerScoreInfo", "When toggled, the score text will have a larger font."), new BoolOption("Bigger Info Text", "biggerInfoText", "When toggled, the time bar will have a larger font."), new StringSaveOption("Time Bar Style", ["leather engine", "psych engine", "old kade engine"], "timeBarStyle", "Change the style of the time bar."), new PageOption("Screen Effects", "Screen Effects", "Toggle screen effect options, such as camera zooming and shaders."), new GameStateOption("Change Hud Settings", ui.HUDAdjustment, "Change the position of hud objects, such as the ratings.")], "Misc" => [new PageOption("Back", "Categories", "Go back to the main menu."), new BoolOption("Friday Night Title Music", "nightMusic", "When toggled, the music for playing\non a friday night will always play."), new BoolOption("Freeplay Music", "freeplayMusic", "When toggled, instrumentals for freeplay songs will auto play."), new BoolOption("Discord RPC", "discordRPC", "Toggles discord rich presence."), new StringSaveOption("Cutscenes Play On", ["story", "freeplay", "both"], "cutscenePlaysOn", "Change when cutscenes play."), new StringSaveOption("Play As", ["bf", "opponent"], "playAs", "Change which side of the chart you play."), new BoolOption("Disable Debug Menus", "disableDebugMenus", "Disable debug menus, such as the chart editor."), new BoolOption("Invisible Notes", "invisibleNotes", "Makes notes invisible.\n(why would you want this?)"), new BoolOption("Auto Pause", "autoPause", "Will the game automatically pause when losing focus."), new BoolOption("Load Asynchronously", "loadAsynchronously", "Loads some elements of the game will be loaded\nasyncrnously to speed up load times."), new BoolOption("Flixel Splash Screen", "flixelStartupScreen", "Toggles the haxeflixel startup splash screen."), new BoolOption("Skip Results", "skipResultsScreen", "When toggled, the results screen will be skipped."), new BoolOption("Check For Updates", "checkForUpdates", "When checked, the game will check for updates on startup."), new BoolOption("Show Score", "showScore", "Shows the current score."), new BoolOption("Dinnerbone Mode", "dinnerbone", "Dinnerbone mode."), new GameSubStateOption("Import Old Scores", substates.ImportHighscoresSubstate, "Import scores from legacy leather engine versions.")], "Optimizations" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new BoolOption("Antialiasing", "antialiasing", "When toggled, antialiasing will be enabled,\nmaking sprites smoother at the cost of some performance.\n(Should only really matter on really low-end devices)"), new BoolOption("Low Quality", "lowQuality", "When toggled, the game will not load\nunneeded sprites to improve performance.\n(when possible)"), new BoolOption("Health Icons", "healthIcons", "Toggles health icons."), new BoolOption("Health Bar", "healthBar", "Toggles the health bar."), new BoolOption("Ratings and Combo", "ratingsAndCombo", "When toggled, ratings and combo popups will be displayed."), new BoolOption("Chars And BGs", "charsAndBGs", "When not toggled, the game will\nhide characters and stages while ingame."), new BoolOption("Menu Backgrounds", "menuBGs", "When not toggled, color rectangles will be\nloaded instead of the menu background image."), new BoolOption("Optimized Characters", "optimizedChars", "When toggled, the game will load optimized spritesheets,\nremoving all unneeded animations (when possible)"), new BoolOption("Animated Backgrounds", "animatedBGs", "When not toggled, the game will load non-animated\nversions of stage sprites (when possible)"), new BoolOption("Preload Stage Events", "preloadChangeBGs", "When toggled, the game will preload stage change events,\nincreasing memory usage,\nbut will prevent lag spikes on stage change."), new BoolOption("Persistent Cached Data", "memoryLeaks", "When toggled, the game will never clear stored memory,\nspeeding up load times.\n(WARNING: Can lead to VERY high memory usage)"), new BoolOption("VRAM Sprites", "vramSprites", "When toggled, the game will try and store\nsprites in your GPU, saving on RAM.\nTurn this off if you have a bad GPU."), new BoolOption("Optimized Modcharts", "optimizedModcharts", "When toggled, modchart sustains will use a more\noptimized renderer,at the cost of stretchy sustains.")], "Info Display" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new DisplayFontOption("Display Font", ["_sans", Assets.getFont(Paths.font("vcr.ttf")).fontName, Assets.getFont(Paths.font("pixel.otf")).fontName], "infoDisplayFont", "Change the font used for the info display."), new BoolOption("FPS Counter", "fpsCounter", "Should the FPS counter be shown?"), new BoolOption("Memory Counter", "memoryCounter", "Should the memory counter be shown?"), new BoolOption("Version Display", "versionDisplay", "Should the engine version be shown?"), new BoolOption("Commit Hash", "showCommitHash", "Should the hash for the current commit be shown?")], "Judgements" => [new PageOption("Back", "Gameplay", "Go back to the gameplay menu."), new GameSubStateOption("Timings", substates.JudgementMenu, "Edit the timings for ratings."), new StringSaveOption("Rating Mode", ["psych", "simple", "complex"], "ratingType", "Change how ratings are calculated."), new BoolOption("Marvelous Ratings", "marvelousRatings", "When toggled, marvelous ratings will be shown,\nelse, sick will be the max rating."), new BoolOption("Show Rating Count", "sideRatings", "Should ratings be shown on the side of the screen?")], "Input Options" => [new PageOption("Back", "Gameplay", "Go back to the gameplay menu."), new StringSaveOption("Input Mode", ["standard", "rhythm"], "inputSystem", "Change how inputs work."), new BoolOption("Anti Mash", "antiMash", "When toggled, mashing keys will punish the player."), new BoolOption("Shit gives Miss", "missOnShit", "When toggled, getting a \"shit\" rating will also count as a miss."), new BoolOption("Ghost Tapping", "ghostTapping", "When not toggled, hitting a key\nat the wrong time will give a miss."), new BoolOption("Gain Misses on Sustains", "missOnHeldNotes", "When toggled, each sustain segment will give misses."), new BoolOption("Death On Miss", "noHit", "When toggled, getting a miss will cause a death.\n(useful for when trying to FC a song.)"), new BoolOption("Reset Button", "resetButton", "When toggled, enables a keybind for causing an instant death.")], "Note Options" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new GameSubStateOption("Note BG Alpha", substates.NoteBGAlphaMenu, "Change the alpha of the note lane underlay."), new BoolOption("Enemy Note Glow", "enemyStrumsGlow", "When toggled, enemy strums will\nlight up when the enemy hits a note."), new BoolOption("Player Note Splashes", "playerNoteSplashes", "When toggled, note splashes will show up\nwhen the player hits a \"sick\" or higher rating."), new BoolOption("Enemy Note Splashes", "opponentNoteSplashes", "When toggled, note splashes will show up\nwhen the enemy hits a \"sick\" or higher rating."), new BoolOption("Note Accuracy Text", "displayMs", "Toggles a text popup showing how early or late you hit a note."), new GameSubStateOption("Note Colors", substates.NoteColorSubstate, "Change the colors of notes."), new BoolOption("Color Quantization", "colorQuantization", "When toggled, note colors will be changed depending on the beat."), new GameSubStateOption("UI Skin", substates.UISkinSelect, "Change the UI skin for notes and menus.")], "Screen Effects" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new BoolOption("Camera Tracks Direction", "cameraTracksDirections", "When toggled, the camera will follow the direction of the note."), new BoolOption("Camera Bounce", "cameraZooms", "When toggled, the game and hud will zoom in on beat."), new BoolOption("Flashing Lights", "flashingLights", "Toggles flashing lights."), new BoolOption("Screen Shake", "screenShakes", "Toggles screen shake effects."), new BoolOption("Shaders", "shaders", "Toggles shaders.")], "Developer Options" => [new PageOption("Back", "Categories", "Go back to the main menu."), new BoolOption("Developer Mode", "developer", "When toggled, enables developer tools.\n(traced lines display, toolbox, etc)"), new DeveloperOption("Show Traced Lines", "showTracedLines", "When toggled, the info display will show the\nnumber of traced lines and errors by the game"), new DeveloperOption("Throw Exception On Error", "throwExceptionOnError", "When toggled, the game will throw an\nexception when an error is thrown."), new DeveloperOption("Auto Open Charter", "autoOpenCharter", "When toggled, the game will automatically\nopen the chart editor when no chart is found."), new StepperSaveDeveloperOption("Chart Backup Interval", 1, 10, "backupDuration", 1, "Change how long the game will wait\nbefore creating a chart backup.\n(in minutes.)")], "Mod Options" => [new PageOption("Back", "Categories", "Go back to the main menu.")]])pages:Map<String, Array<Option>> = ["Categories" => [new PageOption("Gameplay", "Gameplay", "Change gameplay-related options,\nsuch as downscroll and ghost tapping."), new PageOption("Graphics", "Graphics", "Change graphical-related options,\nsuch as max FPS."), new PageOption("Misc", "Misc", "Change miscellaneous options that\ndon't fit in the other categories."), new PageOption("Mod Options", "Mod Options", "Change options for specific mods."), new PageOption("Developer Options", "Developer Options", "Change options for developing mods.")], "Gameplay" => [new PageOption("Back", "Categories", "Go back to the main menu."), new GameSubStateOption("Binds", substates.ControlMenuSubstate, "Change key bindings."), new BoolOption("Key Bind Reminders", "extraKeyReminders", "Should key binding reminders show up\nwhen playing a non-4-key song."), new GameSubStateOption("Song Offset", substates.SongOffsetMenu, "Change the offset of the song."), new PageOption("Judgements", "Judgements", "Change settings related to judgments.\n(sick, good, bad, etc.)"), new PageOption("Input Options", "Input Options", "Change options related to note inputs."), new BoolOption("Downscroll", "downscroll", "Toggle downscroll."), new BoolOption("Middlescroll", "middlescroll", "Toggle middlescroll."), new BoolOption("Bot", "botplay", "Toggle botplay for songs.\nUseful for showcasing hard charts."), new BoolOption("Quick Restart", "quickRestart", "When toggled, the game over animation will not play."), new BoolOption("No Death", "noDeath", "When toggled, the player is unable to die."), new BoolOption("Use Custom Scrollspeed", "useCustomScrollSpeed", "When toggled, a custom scroll speed will be used."), new GameSubStateOption("Custom Scroll Speed", substates.ScrollSpeedMenu, "Change the value of the custom scroll speed."), new StringSaveOption("Hitsound", CoolUtil.coolTextFile(Paths.txt("hitsoundList")), "hitsound", "Change the hitsound used when hitting a note.")], "Graphics" => [new PageOption("Back", "Categories", "Go back to the main menu."), new PageOption("Note Options", "Note Options", "Change note-related options."), new PageOption("Info Display", "Info Display", "Change optiosn related to the info display.\n(FPS counter, memory display, etc)."), new PageOption("Optimizations", "Optimizations", "Change optimization options, such as anitaliasing."), new GameSubStateOption("Max FPS", substates.MaxFPSMenu, "Change the maximum framerate."), new BoolOption("VSync", "vSync", "Toggle VSync."), new BoolOption("Bigger Score Text", "biggerScoreInfo", "When toggled, the score text will have a larger font."), new BoolOption("Bigger Info Text", "biggerInfoText", "When toggled, the time bar will have a larger font."), new StringSaveOption("Time Bar Style", ["leather engine", "psych engine", "old kade engine"], "timeBarStyle", "Change the style of the time bar."), new PageOption("Screen Effects", "Screen Effects", "Toggle screen effect options, such as camera zooming and shaders."), new GameStateOption("Change Hud Settings", ui.HUDAdjustment, "Change the position of hud objects, such as the ratings.")], "Misc" => [new PageOption("Back", "Categories", "Go back to the main menu."), new BoolOption("Friday Night Title Music", "nightMusic", "When toggled, the music for playing\non a friday night will always play."), new BoolOption("Freeplay Music", "freeplayMusic", "When toggled, instrumentals for freeplay songs will auto play."), new BoolOption("Discord RPC", "discordRPC", "Toggles discord rich presence."), new StringSaveOption("Cutscenes Play On", ["story", "freeplay", "both"], "cutscenePlaysOn", "Change when cutscenes play."), new StringSaveOption("Play As", ["bf", "opponent"], "playAs", "Change which side of the chart you play."), new BoolOption("Disable Debug Menus", "disableDebugMenus", "Disable debug menus, such as the chart editor."), new BoolOption("Invisible Notes", "invisibleNotes", "Makes notes invisible.\n(why would you want this?)"), new BoolOption("Auto Pause", "autoPause", "Will the game automatically pause when losing focus."), new BoolOption("Load Asynchronously", "loadAsynchronously", "Loads some elements of the game will be loaded\nasyncrnously to speed up load times."), new BoolOption("Flixel Splash Screen", "flixelStartupScreen", "Toggles the haxeflixel startup splash screen."), new BoolOption("Skip Results", "skipResultsScreen", "When toggled, the results screen will be skipped."), new BoolOption("Check For Updates", "checkForUpdates", "When checked, the game will check for updates on startup."), new BoolOption("Show Score", "showScore", "Shows the current score."), new BoolOption("Dinnerbone Mode", "dinnerbone", "Dinnerbone mode."), new GameSubStateOption("Import Old Scores", substates.ImportHighscoresSubstate, "Import scores from legacy leather engine versions.")], "Optimizations" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new BoolOption("Antialiasing", "antialiasing", "When toggled, antialiasing will be enabled,\nmaking sprites smoother at the cost of some performance.\n(Should only really matter on really low-end devices)"), new BoolOption("Low Quality", "lowQuality", "When toggled, the game will not load\nunneeded sprites to improve performance.\n(when possible)"), new BoolOption("Health Icons", "healthIcons", "Toggles health icons."), new BoolOption("Health Bar", "healthBar", "Toggles the health bar."), new BoolOption("Ratings and Combo", "ratingsAndCombo", "When toggled, ratings and combo popups will be displayed."), new BoolOption("Chars And BGs", "charsAndBGs", "When not toggled, the game will\nhide characters and stages while ingame."), new BoolOption("Menu Backgrounds", "menuBGs", "When not toggled, color rectangles will be\nloaded instead of the menu background image."), new BoolOption("Optimized Characters", "optimizedChars", "When toggled, the game will load optimized spritesheets,\nremoving all unneeded animations (when possible)"), new BoolOption("Animated Backgrounds", "animatedBGs", "When not toggled, the game will load non-animated\nversions of stage sprites (when possible)"), new BoolOption("Preload Stage Events", "preloadChangeBGs", "When toggled, the game will preload stage change events,\nincreasing memory usage,\nbut will prevent lag spikes on stage change."), new BoolOption("Persistent Cached Data", "memoryLeaks", "When toggled, the game will never clear stored memory,\nspeeding up load times.\n(WARNING: Can lead to VERY high memory usage)"), new BoolOption("VRAM Sprites", "vramSprites", "When toggled, the game will try and store\nsprites in your GPU, saving on RAM.\nTurn this off if you have a bad GPU."), new BoolOption("Optimized Modcharts", "optimizedModcharts", "When toggled, modchart sustains will use a more\noptimized renderer,at the cost of stretchy sustains.")], "Info Display" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new DisplayFontOption("Display Font", ["_sans", Assets.getFont(Paths.font("vcr.ttf")).fontName, Assets.getFont(Paths.font("pixel.otf")).fontName], "infoDisplayFont", "Change the font used for the info display."), new BoolOption("FPS Counter", "fpsCounter", "Should the FPS counter be shown?"), new BoolOption("Memory Counter", "memoryCounter", "Should the memory counter be shown?"), new BoolOption("Version Display", "versionDisplay", "Should the engine version be shown?"), new BoolOption("Commit Hash", "showCommitHash", "Should the hash for the current commit be shown?")], "Judgements" => [new PageOption("Back", "Gameplay", "Go back to the gameplay menu."), new GameSubStateOption("Timings", substates.JudgementMenu, "Edit the timings for ratings."), new StringSaveOption("Rating Mode", ["psych", "simple", "complex"], "ratingType", "Change how ratings are calculated."), new BoolOption("Marvelous Ratings", "marvelousRatings", "When toggled, marvelous ratings will be shown,\nelse, sick will be the max rating."), new BoolOption("Show Rating Count", "sideRatings", "Should ratings be shown on the side of the screen?")], "Input Options" => [new PageOption("Back", "Gameplay", "Go back to the gameplay menu."), new StringSaveOption("Input Mode", ["standard", "rhythm"], "inputSystem", "Change how inputs work."), new BoolOption("Anti Mash", "antiMash", "When toggled, mashing keys will punish the player."), new BoolOption("Shit gives Miss", "missOnShit", "When toggled, getting a \"shit\" rating will also count as a miss."), new BoolOption("Ghost Tapping", "ghostTapping", "When not toggled, hitting a key\nat the wrong time will give a miss."), new BoolOption("Gain Misses on Sustains", "missOnHeldNotes", "When toggled, each sustain segment will give misses."), new BoolOption("Death On Miss", "noHit", "When toggled, getting a miss will cause a death.\n(useful for when trying to FC a song.)"), new BoolOption("Reset Button", "resetButton", "When toggled, enables a keybind for causing an instant death.")], "Note Options" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new GameSubStateOption("Note BG Alpha", substates.NoteBGAlphaMenu, "Change the alpha of the note lane underlay."), new BoolOption("Enemy Note Glow", "enemyStrumsGlow", "When toggled, enemy strums will\nlight up when the enemy hits a note."), new BoolOption("Player Note Splashes", "playerNoteSplashes", "When toggled, note splashes will show up\nwhen the player hits a \"sick\" or higher rating."), new BoolOption("Enemy Note Splashes", "opponentNoteSplashes", "When toggled, note splashes will show up\nwhen the enemy hits a \"sick\" or higher rating."), new BoolOption("Note Accuracy Text", "displayMs", "Toggles a text popup showing how early or late you hit a note."), new GameSubStateOption("Note Colors", substates.NoteColorSubstate, "Change the colors of notes."), new BoolOption("Color Quantization", "colorQuantization", "When toggled, note colors will be changed depending on the beat."), new GameSubStateOption("UI Skin", substates.UISkinSelect, "Change the UI skin for notes and menus.")], "Screen Effects" => [new PageOption("Back", "Graphics", "Go back to the graphics menu."), new BoolOption("Camera Tracks Direction", "cameraTracksDirections", "When toggled, the camera will follow the direction of the note."), new BoolOption("Camera Bounce", "cameraZooms", "When toggled, the game and hud will zoom in on beat."), new BoolOption("Flashing Lights", "flashingLights", "Toggles flashing lights."), new BoolOption("Screen Shake", "screenShakes", "Toggles screen shake effects."), new BoolOption("Shaders", "shaders", "Toggles shaders.")], "Developer Options" => [new PageOption("Back", "Categories", "Go back to the main menu."), new BoolOption("Developer Mode", "developer", "When toggled, enables developer tools.\n(traced lines display, toolbox, etc)"), new DeveloperOption("Show Traced Lines", "showTracedLines", "When toggled, the info display will show the\nnumber of traced lines and errors by the game"), new DeveloperOption("Throw Exception On Error", "throwExceptionOnError", "When toggled, the game will throw an\nexception when an error is thrown."), new DeveloperOption("Auto Open Charter", "autoOpenCharter", "When toggled, the game will automatically\nopen the chart editor when no chart is found."), new StepperSaveDeveloperOption("Chart Backup Interval", 1, 10, "backupDuration", 1, "Change how long the game will wait\nbefore creating a chart backup.\n(in minutes.)")], "Mod Options" => [new PageOption("Back", "Categories", "Go back to the main menu.")]]

Defined by MusicBeatState

@:value(0)curBeat:Int = 0

@:value(0)curDecBeat:Float = 0

@:value(0)curDecStep:Float = 0

@:value(0)curStep:Int = 0

Defined by ModchartMusicBeatState

Defined by FlxUIState

@:value(null)cursor:FlxUICursor = null

@:value(null)getTextFallback:(String, String, Bool) ‑> String = null

@:value(false)hideCursorOnSubstate:Bool = false

@:value(false)reload_ui_on_resize:Bool = false

read onlytooltips:FlxUITooltipManager

frontend for adding tooltips to things

Defined by FlxTransitionableState

Defined by FlxState

bgColor:FlxColor

The natural background color the cameras default to. In AARRGGBB format.

@: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 the current state is drawn, even when it is not the active state. For example, if you have your game state open first, and then you push a pause state on top of it, if this is set to true, the game state would still continue to be drawn behind that pause state.

By default, this is set to true, so the background states will continue to be "drawn" behind the current state.

If you do not want background states to be visible when you have a different state on top, then you should set this to false for improved performance.

@:value(false)persistentUpdate:Bool = false

Determines whether the current state is updated, even when it is not the active state. For example, if you have your game state open first, and then you push a pause state on top of it, if this is set to true, the game state would still continue to be updated in the background.

By default, this is set to false, so the background states will continue to be "paused" when they are not active.

read onlysubState:FlxSubState

Current substate. Substates also can be nested.

read onlysubStateClosed:FlxTypedSignal<FlxSubState ‑> Void>

A FlxSignal that dispatches when a sub state is closed from this state.

Available since

4.9.0

.

read onlysubStateOpened:FlxTypedSignal<FlxSubState ‑> Void>

A FlxSignal that dispatches when a sub state is opened from this state.

Available since

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.

Available since

4.4.0

.

read onlymemberRemoved:FlxTypedSignal<T ‑> Void>

A FlxSignal that dispatches when a child is removed from this group.

Available since

4.4.0

.

read onlymembers:Array<T>

Array of all the members in this group.

@:value(true)zIndexesAllowed:Bool = true

Whether or not objects are allowed to have Z-Indexes in this group. If this is disabled, objects will render in the order they are added to the group.

This is a flag since handling Z-Indexes can be expensive, depending on how many objects are in the group.

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)active:Bool = true

Controls whether update() is automatically called by FlxState/FlxGroup.

@: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).

camera:FlxCamera

Gets or sets the first camera of this object.

cameras:Array<FlxCamera>

This determines on which FlxCameras 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.

read onlycontainer:Null<FlxContainer>

The parent containing this basic, typically if you check this recursively you should reach the state

Available since

5.7.0

.

@:value(true)exists:Bool = true

Controls whether update() and draw() are automatically called by FlxState/FlxGroup.

@:value(true)visible:Bool = true

Controls whether draw() is automatically called by FlxState/FlxGroup.

@:value(0)zIndex:Int = 0

The z-index of this object, used for dynamically layering objects after adding them to groups.

Inherited Methods

Defined by OptionsMenu

loadPage(loadedPageName:String):Void

Defined by MusicBeatState

@:value({ executeOn : BOTH })call(func:String, ?args:Array<Any>, executeOn:ExecuteOn = BOTH):Void

Defined by FlxUIState

getEvent(id:String, sender:Dynamic, data:Dynamic, ?params:Array<Dynamic>):Void

getRequest(id:String, sender:Dynamic, data:Dynamic, ?params:Array<Dynamic>):Dynamic

@:value({ Safe : true, Context : "ui" })getText(Flag:String, Context:String = "ui", Safe:Bool = true):String

onShowTooltip(t:FlxUITooltip):Void

Available since

2.1.0

.

@:value({ height : 600, width : 800 })resizeScreen(width:Float = 800, height:Float = 600):Void

Defined by FlxTransitionableState

transitionIn():Void

Starts the in-transition. Can be called manually at any time.

transitionOut(?OnExit:() ‑> Void):Void

Starts the out-transition. Can be called manually at any time.

Defined by FlxState

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.

resetSubState():Void

Load substate for this state

Defined by FlxTypedGroup

add(basic: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:

basic

The FlxBasic you want to add to the group.

Returns:

The same FlxBasic object that was passed in.

any(func:T ‑> Bool):Bool

Tests whether any member satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

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 FlxBasics 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 FlxBasics flagged as not dead. Returns -1 if group is empty.

every(func:T ‑> Bool):Bool

Tests whether every member satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

@:value({ recurse : false })forEach(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all members.

Parameters:

func

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(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all alive members.

Parameters:

func

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(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all dead members.

Parameters:

func

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(func:T ‑> Void, recurse:Bool = false):Void

Applies a function to all existing members.

Parameters:

func

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>, func:K ‑> Void, recurse:Bool = false):Void

Applies a function to all members of type Class<K>.

Parameters:

objectClass

A class that objects will be checked against before Function is applied, ex: FlxSprite.

func

A function that modifies one element at a time.

recurse

Whether or not to apply the function to members of subgroups as well.

getFirst(func:T ‑> Bool):Null<T>

Searches for, and returns the first member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

getFirstAlive():Null<T>

Call 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.

Returns:

A FlxBasic currently flagged as not dead.

@:value({ force : false })getFirstAvailable(?objectClass:Class<T>, force:Bool = false):Null<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 ObjectClass and not a super class of ObjectClass.

Returns:

A FlxBasic currently flagged as not existing.

getFirstDead():Null<T>

Call 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.

Returns:

A FlxBasic currently flagged as dead.

getFirstExisting():Null<T>

Call 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.

Returns:

A FlxBasic currently flagged as existing.

getFirstIndex(func:T ‑> Bool):Int

Searches for, and returns the index of the first member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

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.

getLast(func:T ‑> Bool):Null<T>

Searches for, and returns the last member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

getLastIndex(func:T ‑> Bool):Int

Searches for, and returns the index of the last member that satisfies the function.

Parameters:

func

The function that tests the members

Available since

5.4.0

.

@: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 0, or the beginning of the array.

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.

inlineiterator(?filter:T ‑> Bool):FlxTypedGroupIterator<T>

Iterates through every member.

inlinekeyValueIterator():ArrayKeyValueIterator<T>

Iterates through every member and index.

kill():Void

Calls killMembers() and then kills the group itself. Revive this group via revive().

killMembers():Void

Calls kill() on the group's unkilled members. Revive them via reviveMembers().

Available since

5.4.0

.

@: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. FlxSprite, EvilRobot, etc).

objectFactory

Optional factory function to create a new object if there aren't any dead members to recycle. If null, Type.createInstance() is used, which requires the class to have no constructor parameters.

force

Force the object to be an ObjectClass and not a super class of ObjectClass.

revive

Whether recycled members should automatically be revived (by calling revive() on them).

Returns:

A reference to the object that was created.

@:value({ splice : false })remove(basic:T, splice:Bool = false):T

Removes an object from the group.

Parameters:

basic

The FlxBasic you want to remove.

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.

revive():Void

Calls reviveMembers() and then revives the group itself.

reviveMembers():Void

Calls revive() on the group's killed members and then on the group itself.

Available since

5.4.0

.

@:value({ order : FlxSort.ASCENDING })inlinesort(func:(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:

func

The sorting function to use - you can use one of the premade ones in FlxSort or write your own using FlxSort.byValues() as a "backend".

order

A constant that defines the sort order. Possible values are FlxSort.ASCENDING (default) and FlxSort.DESCENDING.

Defined by FlxBasic

getCameras():Array<FlxCamera>

The cameras that will draw this. Use this.cameras to set specific cameras for this object, otherwise the container's cameras are used, or the container's container and so on. If there is no container, say, if this is inside FlxGroups rather than a FlxContainer then the default draw cameras are returned.

Available since

5.7.0

.

getDefaultCamera():FlxCamera

The main camera that will draw this. Use this.cameras to set specific cameras for this object, otherwise the container's camera is used, or the container's container and so on. If there is no container, say, if this is inside FlxGroups rather than a FlxContainer then FlxG.camera is returned.

Available since

5.7.0

.