C# Class flxSharp.flxSharp.FlxG

This is a global helper class full of useful functions for audio, input, basic info, and the camera system among other things. Utilities for maths and color and things can be found in FlxU. FlxG is specifically for Flixel-specific properties.
Datei anzeigen Open project: jlorek/flxSharp

Public Properties

Property Type Description
Black uint
Blue uint
DebuggerBig uint
DebuggerLeft uint
DebuggerMicro uint
DebuggerRight uint
DebuggerStandard uint
DebuggerTop uint
Green uint
LibraryMajorVersion uint
LibraryMinorVersion uint
LibraryName string
Pink uint
Red uint
White uint
camera FlxCamera
cameras List
debug bool
defaultFont Microsoft.Xna.Framework.Graphics.SpriteFont
elapsed float
globalSeed float
height int
keys fliXNA_xbox.FlxKeyboard
level int
levels System.Array
mouse flxSharp.flxSharp.System.FlxMouse
music FlxSound
mute bool
pad1 fliXNA_xbox.FlxGamepad
pad2 fliXNA_xbox.FlxGamepad
pad3 fliXNA_xbox.FlxGamepad
pad4 fliXNA_xbox.FlxGamepad
save int
saves System.Array
score int
scores System.Array
sounds fliXNA_xbox.FlxGroup
timeScale float
visualDebug bool
width int
zoom float

Protected Properties

Property Type Description
_game FlxGame
paused bool
volume float

Public Methods

Method Description
GetRandom ( Array objects, int startIndex, int length ) : object

Fetch a random entry from the given array. Will return null if random selection is missing, or array has no entries. FlxG.getRandom() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.

addBitmap ( Microsoft.Xna.Framework.Graphics.Texture2D graphic, bool reverse = false, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D

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

addCamera ( FlxCamera newCamera ) : FlxCamera

Add a new camera object to the game. Handy for PiP, split-screen, etc.

addPlugin ( FlxBasic plugin ) : FlxBasic

Adds a new plugin to the global plugin array.

checkBitmapCache ( string key ) : bool

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

clearBitmapCache ( ) : void

Dumps the cache's image references.

collide ( FlxObject objectOrGroup1 = null, FlxObject objectOrGroup2 = null, Func notifyCallback = null ) : System.Boolean

Call this function to see if one FlxObject collides with another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

This function just calls FlxG.overlap and presets the ProcessCallback parameter to FlxObject.separate. To create your own collision logic, write your own ProcessCallback and use FlxG.overlap to set it up.

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

createBitmap ( uint width, uint height, Color color, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D

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

fade ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void

The screen is gradually filled with this color.

flash ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void

All screens are filled with this color and gradually return to normal.

getLibraryName ( ) : string

For debug purpose.

loadReplay ( String data, FlxState state = null, Array cancelKeys = null, float timeout, System.Action callback = null ) : void

Load replay data from a string and play it back.

loadReplay ( bool standardMode = true ) : void

Resets the game or state and replay requested flag.

loadSound ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false, bool autoPlay = false, string url = null ) : FlxSound

Creates a new sound object.

log ( Object data ) : void

Log data to the debugger.

overlap ( FlxObject ObjectOrGroup1 = null, FlxObject ObjectOrGroup2 = null, Func NotifyCallback = null, Func ProcessCallback = null ) : System.Boolean

Call this function to see if one FlxObject overlaps another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

pauseSounds ( ) : void

Pause all sounds currently playing.

play ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false ) : FlxSound

Creates a new sound object from an embedded Class object. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.

playMusic ( SoundEffect soundEffect, float volume = 1.0f ) : void

Set up and play a looping background soundtrack.

recordReplay ( bool standardMode = true ) : void

Resets the game or state and requests a new recording.

removeCamera ( FlxCamera camera, bool destroy = true ) : void

Remove a camera from the game.

removePlugin ( FlxBasic plugin ) : FlxBasic

Removes an instance of a plugin from the global plugin array.

removePluginType ( Type type ) : bool

Removes an instance of a plugin from the global plugin array.

resetCameras ( FlxCamera newCamera = null ) : void

Dumps all the current cameras and resets to just one camera. Handy for doing split-screen especially.

resetDebuggerLayout ( ) : void

Just resets the debugger windows to whatever the last selected layout was (DEBUGGER_STANDARD by default).

resetGame ( ) : void

Like hitting the reset button on a game console, this will re-launch the game as if it just started.

resetInput ( ) : void

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

resetState ( ) : void

Request a reset of the current game state.

resumeSounds ( ) : void

Resume playing existing sounds.

setDebuggerLayout ( uint layout ) : void

Change the way the debugger's windows are laid out.

shuffle ( Array objects, uint howManyTimes ) : Array

Shuffles the entries in an array into a new random order. FlxG.shuffle() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.shuffle() is NOT deterministic and unsafe for use with replays/recordings.

stopRecording ( ) : string

Stop recording the current replay and return the replay data.

stream ( string url, float Volume = 1.0f, bool looped = false, bool autoDestroy = true ) : FlxSound

Creates a new sound object from a URL. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.

switchState ( FlxState state ) : void

Switch from the current game state to the one specified here.

unwatch ( object anyObject, string variableName ) : void

Remove a variable from the watch list in the debugger. Don't pass a Variable Name to remove all watched variables for the specified object.

watch ( object anyObject, string variableName, string displayName = null ) : void

Add a variable to the watch list in the debugger. This lets you see the value of the variable all the time.

Private Methods

Method Description
destroySounds ( bool forceDestroy = false ) : void

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

drawPlugins ( ) : void

Used by the game object to call draw() on all the plugins.

init ( FlxGame game, int width, int height, float zoom ) : void

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

lockCameras ( ) : void

Called by the game object to lock all the camera buffers and clear them for the next draw pass.

random ( ) : float

Generates a random number. Deterministic, meaning safe to use if you want to record replays in random environments.

reset ( ) : void

Called whenever the game is reset, doesn't have to do quite as much work as the basic initialization stuff.

shake ( float intensity = 0.05f, float duration = 0.5f, System.Action onComplete = null, bool force = true, uint direction ) : void

A simple screen-shake effect.

snap ( float XorY, float Grid ) : float
unlockCameras ( ) : void

Called by the game object to draw the special FX and unlock all the camera buffers.

update ( GameTime dt ) : void

Internal function for updating Camera, State, Console, and Elapsed Time

updateCameras ( ) : void

Called by the game object to update the cameras and their tracking/special effects logic.

updateInput ( ) : void

Called by the game object to update the keyboard and mouse input tracking objects.

updatePlugins ( ) : void

Used by the game object to call update() on all the plugins.

updateSounds ( ) : void

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

Method Details

GetRandom() public static method

Fetch a random entry from the given array. Will return null if random selection is missing, or array has no entries. FlxG.getRandom() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.getRandom() is NOT deterministic and unsafe for use with replays/recordings.
public static GetRandom ( Array objects, int startIndex, int length ) : object
objects System.Array A Flash array of objects.
startIndex int Optional offset off the front of the array. Default value is 0, or the beginning of the array.
length int Optional restriction on the number of values you want to randomly select from.
return object

addBitmap() public static method

Loads a bitmap from a file, caches it, and generates a horizontally flipped version if necessary.
public static addBitmap ( Microsoft.Xna.Framework.Graphics.Texture2D graphic, bool reverse = false, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D
graphic Microsoft.Xna.Framework.Graphics.Texture2D The image file that you want to load.
reverse bool Whether to generate a flipped version.
unique bool Ensures that the bitmap data uses a new slot in the cache.
key string Force the cache to use a specific Key to index the bitmap.
return Microsoft.Xna.Framework.Graphics.Texture2D

addCamera() public static method

Add a new camera object to the game. Handy for PiP, split-screen, etc.
public static addCamera ( FlxCamera newCamera ) : FlxCamera
newCamera FlxCamera The camera you want to add.
return FlxCamera

addPlugin() public static method

Adds a new plugin to the global plugin array.
public static addPlugin ( FlxBasic plugin ) : FlxBasic
plugin FlxBasic Any object that extends FlxBasic. Useful for managers and other things. See org.flixel.plugin for some examples!
return FlxBasic

checkBitmapCache() public static method

Check the local bitmap cache to see if a bitmap with this key has been loaded already.
public static checkBitmapCache ( string key ) : bool
key string The string key identifying the bitmap.
return bool

clearBitmapCache() public static method

Dumps the cache's image references.
public static clearBitmapCache ( ) : void
return void

collide() public static method

Call this function to see if one FlxObject collides with another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

This function just calls FlxG.overlap and presets the ProcessCallback parameter to FlxObject.separate. To create your own collision logic, write your own ProcessCallback and use FlxG.overlap to set it up.

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

public static collide ( FlxObject objectOrGroup1 = null, FlxObject objectOrGroup2 = null, Func notifyCallback = null ) : System.Boolean
objectOrGroup1 FlxObject The first object or group you want to check.
objectOrGroup2 FlxObject The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group.
notifyCallback Func A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap.
return System.Boolean

createBitmap() public static method

Generates a new BitmapData object (a colored square) and caches it.
public static createBitmap ( uint width, uint height, Color color, bool unique = false, string key = null ) : Microsoft.Xna.Framework.Graphics.Texture2D
width uint How wide the square should be.
height uint How high the square should be.
color Color What color the square should be (0xAARRGGBB)
unique bool Ensures that the bitmap data uses a new slot in the cache.
key string Force the cache to use a specific Key to index the bitmap.
return Microsoft.Xna.Framework.Graphics.Texture2D

fade() public static method

The screen is gradually filled with this color.
public static fade ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void
color Color The color you want to use.
duration float How long it takes for the fade to fade.
onComplete System.Action A function you want to run when the flash finishes.
force bool Force the effect to reset.
return void

flash() public static method

All screens are filled with this color and gradually return to normal.
public static flash ( Color color, float duration = 1.0f, System.Action onComplete = null, bool force = false ) : void
color Color The color you want to use.
duration float How long it takes for the flash to fade.
onComplete System.Action A function you want to run when the flash finishes.
force bool Force the effect to reset.
return void

getLibraryName() public static method

For debug purpose.
public static getLibraryName ( ) : string
return string

loadReplay() public static method

Load replay data from a string and play it back.
public static loadReplay ( String data, FlxState state = null, Array cancelKeys = null, float timeout, System.Action callback = null ) : void
data String The replay that you want to load.
state FlxState Optional parameter: if you recorded a state-specific demo or cutscene, pass a new instance of that state here.
cancelKeys System.Array Optional parameter: an array of string names of keys (see FlxKeyboard) that can be pressed to cancel the playback, e.g. ["ESCAPE","ENTER"]. Also accepts 2 custom key names: "ANY" and "MOUSE" (fairly self-explanatory I hope!).
timeout float Optional parameter: set a time limit for the replay. CancelKeys will override this if pressed.
callback System.Action Optional parameter: if set, called when the replay finishes. Running to the end, CancelKeys, and Timeout will all trigger Callback(), but only once, and CancelKeys and Timeout will NOT call FlxG.stopReplay() if Callback is set!
return void

loadReplay() public static method

Resets the game or state and replay requested flag.
public static loadReplay ( bool standardMode = true ) : void
standardMode bool If true, reload entire game, else just reload current game state.
return void

loadSound() public static method

Creates a new sound object.
public static loadSound ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false, bool autoPlay = false, string url = null ) : FlxSound
soundEffect Microsoft.Xna.Framework.Audio.SoundEffect The embedded sound resource you want to play. To stream, use the optional URL parameter instead.
volume float How loud to play it (0 to 1).
looped bool Whether to loop this sound.
autoDestroy bool Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.
autoPlay bool Whether to play the sound.
url string Load a sound from an external web resource instead. Only used if EmbeddedSound = null.
return FlxSound

log() public static method

Log data to the debugger.
public static log ( Object data ) : void
data Object Anything you want to log to the console.
return void

overlap() public static method

Call this function to see if one FlxObject overlaps another. Can be called with one object and one group, or two groups, or two objects, whatever floats your boat! For maximum performance try bundling a lot of objects together using a FlxGroup (or even bundling groups together!).

NOTE: does NOT take objects' scrollfactor into account, all overlaps are checked in world space.

public static overlap ( FlxObject ObjectOrGroup1 = null, FlxObject ObjectOrGroup2 = null, Func NotifyCallback = null, Func ProcessCallback = null ) : System.Boolean
ObjectOrGroup1 FlxObject The first object or group you want to check.
ObjectOrGroup2 FlxObject The second object or group you want to check. If it is the same as the first, flixel knows to just do a comparison within that group.
NotifyCallback Func A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap.
ProcessCallback Func A function with two FlxObject parameters - e.g. myOverlapFunction(Object1:FlxObject,Object2:FlxObject) - that is called if those two objects overlap. If a ProcessCallback is provided, then NotifyCallback will only be called if ProcessCallback returns true for those objects!
return System.Boolean

pauseSounds() public static method

Pause all sounds currently playing.
public static pauseSounds ( ) : void
return void

play() public static method

Creates a new sound object from an embedded Class object. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.
public static play ( SoundEffect soundEffect, float volume = 1.0f, bool looped = false, bool autoDestroy = false ) : FlxSound
soundEffect Microsoft.Xna.Framework.Audio.SoundEffect The sound you want to play.
volume float How loud to play it (0 to 1).
looped bool Whether to loop this sound.
autoDestroy bool Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.
return FlxSound

playMusic() public static method

Set up and play a looping background soundtrack.
public static playMusic ( SoundEffect soundEffect, float volume = 1.0f ) : void
soundEffect Microsoft.Xna.Framework.Audio.SoundEffect The sound file you want to loop in the background.
volume float How loud the sound should be, from 0 to 1.
return void

recordReplay() public static method

Resets the game or state and requests a new recording.
public static recordReplay ( bool standardMode = true ) : void
standardMode bool If true, reset the entire game, else just reset the current state.
return void

removeCamera() public static method

Remove a camera from the game.
public static removeCamera ( FlxCamera camera, bool destroy = true ) : void
camera FlxCamera The camera you want to remove.
destroy bool Whether to call destroy() on the camera, default value is true.
return void

removePlugin() public static method

Removes an instance of a plugin from the global plugin array.
public static removePlugin ( FlxBasic plugin ) : FlxBasic
plugin FlxBasic The plugin instance you want to remove.
return FlxBasic

removePluginType() public static method

Removes an instance of a plugin from the global plugin array.
public static removePluginType ( Type type ) : bool
type System.Type The class name of the plugin type you want removed from the array.
return bool

resetCameras() public static method

Dumps all the current cameras and resets to just one camera. Handy for doing split-screen especially.
public static resetCameras ( FlxCamera newCamera = null ) : void
newCamera FlxCamera Optional; specify a specific camera object to be the new main camera.
return void

resetDebuggerLayout() public static method

Just resets the debugger windows to whatever the last selected layout was (DEBUGGER_STANDARD by default).
public static resetDebuggerLayout ( ) : void
return void

resetGame() public static method

Like hitting the reset button on a game console, this will re-launch the game as if it just started.
public static resetGame ( ) : void
return void

resetInput() public static method

Reset the input helper objects (useful when changing screens or states).
public static resetInput ( ) : void
return void

resetState() public static method

Request a reset of the current game state.
public static resetState ( ) : void
return void

resumeSounds() public static method

Resume playing existing sounds.
public static resumeSounds ( ) : void
return void

setDebuggerLayout() public static method

Change the way the debugger's windows are laid out.
public static setDebuggerLayout ( uint layout ) : void
layout uint See the presets above (e.g. DEBUGGER_MICRO, etc).
return void

shuffle() public static method

Shuffles the entries in an array into a new random order. FlxG.shuffle() is deterministic and safe for use with replays/recordings. HOWEVER, FlxU.shuffle() is NOT deterministic and unsafe for use with replays/recordings.
public static shuffle ( Array objects, uint howManyTimes ) : Array
objects System.Array A Flash Array object containing...stuff.
howManyTimes uint How many swaps to perform during the shuffle operation. Good rule of thumb is 2-4 times as many objects are in the list.
return System.Array

stopRecording() public static method

Stop recording the current replay and return the replay data.
public static stopRecording ( ) : string
return string

stream() public static method

Creates a new sound object from a URL. NOTE: Just calls FlxG.loadSound() with AutoPlay == true.
public static stream ( string url, float Volume = 1.0f, bool looped = false, bool autoDestroy = true ) : FlxSound
url string The URL of the sound you want to play.
Volume float How loud to play it (0 to 1).
looped bool Whether or not to loop this sound.
autoDestroy bool Whether to destroy this sound when it finishes playing. Leave this value set to "false" if you want to re-use this FlxSound instance.
return FlxSound

switchState() public static method

Switch from the current game state to the one specified here.
public static switchState ( FlxState state ) : void
state FlxState The new state.
return void

unwatch() public static method

Remove a variable from the watch list in the debugger. Don't pass a Variable Name to remove all watched variables for the specified object.
public static unwatch ( object anyObject, string variableName ) : void
anyObject object A reference to any object in your game, e.g. Player or Robot or this.
variableName string The name of the variable you want to watch, in quotes, as a string: e.g. "speed" or "health".
return void

watch() public static method

Add a variable to the watch list in the debugger. This lets you see the value of the variable all the time.
public static watch ( object anyObject, string variableName, string displayName = null ) : void
anyObject object A reference to any object in your game, e.g. Player or Robot or this.
variableName string The name of the variable you want to watch, in quotes, as a string: e.g. "speed" or "health".
displayName string Optional, display your own string instead of the class name + variable name: e.g. "enemy count".
return void

Property Details

Black public_oe static_oe property

And black too.
public static uint Black
return uint

Blue public_oe static_oe property

Blue is used to indicate non-solid objects.
public static uint Blue
return uint

DebuggerBig public_oe static_oe property

Debugger overlay layout preset: Large windows taking up bottom half of screen.
public static uint DebuggerBig
return uint

DebuggerLeft public_oe static_oe property

Debugger overlay layout preset: Large windows taking up left third of screen.
public static uint DebuggerLeft
return uint

DebuggerMicro public_oe static_oe property

Debugger overlay layout preset: Tiny windows in the screen corners.
public static uint DebuggerMicro
return uint

DebuggerRight public_oe static_oe property

Debugger overlay layout preset: Large windows taking up right third of screen.
public static uint DebuggerRight
return uint

DebuggerStandard public_oe static_oe property

Debugger overlay layout preset: Wide but low windows at the bottom of the screen.
public static uint DebuggerStandard
return uint

DebuggerTop public_oe static_oe property

Debugger overlay layout preset: Wide but low windows at the top of the screen.
public static uint DebuggerTop
return uint

Green public_oe static_oe property

Green is used to indicate solid but immovable objects.
public static uint Green
return uint

LibraryMajorVersion public_oe static_oe property

Assign a major version to your library. Appears before the decimal in the console.
public static uint LibraryMajorVersion
return uint

LibraryMinorVersion public_oe static_oe property

Assign a minor version to your library. Appears after the decimal in the console.
public static uint LibraryMinorVersion
return uint

LibraryName public_oe static_oe property

If you build and maintain your own version of flixel, you can give it your own name here.
public static string LibraryName
return string

Pink public_oe static_oe property

Pink is used to indicate objects that are only partially solid, like one-way platforms.
public static uint Pink
return uint

Red public_oe static_oe property

Some handy color presets. Less glaring than pure RGB full values. Primarily used in the visual debugger mode for bounding box displays. Red is used to indicate an active, movable, solid object.
public static uint Red
return uint

White public_oe static_oe property

White... for white stuff.
public static uint White
return uint

_game protected_oe static_oe property

Internal tracker for game object.
protected static FlxGame _game
return FlxGame

camera public_oe static_oe property

By default this just refers to the first entry in the cameras array declared above, but you can do what you like with it.
public static FlxCamera camera
return FlxCamera

cameras public_oe static_oe property

An array of FlxCamera objects that are used to draw stuff. By default flixel creates one camera the size of the screen.
public static List cameras
return List

debug public_oe static_oe property

Whether you are running in Debug or Release mode. Set automatically by FlxPreloader during startup.
public static bool debug
return bool

defaultFont public_oe static_oe property

Internal reference to keep track of current state The default font that you can use for text
public static SpriteFont,Microsoft.Xna.Framework.Graphics defaultFont
return Microsoft.Xna.Framework.Graphics.SpriteFont

elapsed public_oe static_oe property

Represents the amount of time in seconds that passed since last frame.
public static float elapsed
return float

globalSeed public_oe static_oe property

The global random number generator seed (for deterministic behavior in recordings and saves).
public static float globalSeed
return float

height public_oe static_oe property

The height of the screen in game pixels.
public static int height
return int

keys public_oe static_oe property

A reference to a FlxKeyboard object. Important for input!
public static FlxKeyboard,fliXNA_xbox keys
return fliXNA_xbox.FlxKeyboard

level public_oe static_oe property

public static int level
return int

levels public_oe static_oe property

FlxG.levels and FlxG.scores are generic global variables that can be used for various cross-state stuff.
public static Array,System levels
return System.Array

mouse public_oe static_oe property

A reference to a FlxMouse object. Important for input!
public static FlxMouse,flxSharp.flxSharp.System mouse
return flxSharp.flxSharp.System.FlxMouse

music public_oe static_oe property

A handy container for a background music object.
public static FlxSound music
return FlxSound

mute public_oe static_oe property

Whether or not the game sounds are muted.
public static bool mute
return bool

pad1 public_oe static_oe property

Reference to Gamepad input for Player One
public static FlxGamepad,fliXNA_xbox pad1
return fliXNA_xbox.FlxGamepad

pad2 public_oe static_oe property

Reference to Gamepad input for Player Two
public static FlxGamepad,fliXNA_xbox pad2
return fliXNA_xbox.FlxGamepad

pad3 public_oe static_oe property

Reference to Gamepad input for Player Three
public static FlxGamepad,fliXNA_xbox pad3
return fliXNA_xbox.FlxGamepad

pad4 public_oe static_oe property

Reference to Gamepad input for Player Four
public static FlxGamepad,fliXNA_xbox pad4
return fliXNA_xbox.FlxGamepad

paused protected_oe static_oe property

Handy shared variable for implementing your own pause behavior.
protected static bool paused
return bool

save public_oe static_oe property

public static int save
return int

saves public_oe static_oe property

FlxG.saves is a generic bucket for storing FlxSaves so you can access them whenever you want.
public static Array,System saves
return System.Array

score public_oe static_oe property

public static int score
return int

scores public_oe static_oe property

public static Array,System scores
return System.Array

sounds public_oe static_oe property

A list of all the sounds being played in the game.
public static FlxGroup,fliXNA_xbox sounds
return fliXNA_xbox.FlxGroup

timeScale public_oe static_oe property

How fast or slow time should pass in the game; default is 1.0.
public static float timeScale
return float

visualDebug public_oe static_oe property

Whether to show visual debug displays or not. Default = false.
public static bool visualDebug
return bool

volume protected_oe static_oe property

Internal volume level, used for global sound control.
protected static float volume
return float

width public_oe static_oe property

The width of the screen in game pixels.
public static int width
return int

zoom public_oe static_oe property

Can be used to zoom the camera
public static float zoom
return float